I would like to know how an inventory system works

I want to know how experienced developers actually create inventory systems further datasaving inventory,

Like I have a logic in my mind: store string values inside Player’s datastore’s inventory key and when player joins the game create a folder callled “Inventory” and find models to clone inside that folder that’s it, but is this the way of doing it? Is there a better way of doing it?

also edit: if the logic was correct, would it apply the same for the “Equipped” thing?

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What sort of inventory system? There are tons of different inventory systems.

what are my options, just a basic equip/unequip item one

There are 2 types of grid based ones like in Minecraft and Resident Evil. The newest take on it (at least I’ve never seen something like this) is in a game called PEAK. You also got list based inventory systems like the ones in Bethesda games, Fallout, Skyrim etc. Death Stranding also has a cool inventory system that I can’t really describe.

probably would be like Minecraft

If you want tutorials, I’d recommend ones here if you’re just starting out. It uses a slightly different (but very similar) approach than what I say below but it also works (although it makes saving between sessions and respawns difficult).

In an ideal system that works similar to minecraft, the basic logic is this:

On the server, keep a table of all players’ inventories. It is indexed by the players, each player’s section is separated in stacks. You should also have some way of storing where a stack is stored in the inventory, either by indexing the stacks based on this or by keeping that in the stack info itself. So either:

local InventoryTable = {}

InventoryTable["Player1"] = {
	[1] = {
		["ItemName"] = "Apple",
		["ItemQty"] = 64,
		["StackSlot"] = "HotBar1"
	}
	[2] = {
		["ItemName"] = "Sword",
		["ItemQty"] = 1,
		["StackSlot"] = "Inventory1"
	}
}

or

local InventoryTable = {}

InventoryTable["Player1"] = {
	[1] = {
		["ItemName"] = "Apple",
		["ItemQty"] = 64
	}
	[11] = {
		["ItemName"] = "Sword",
		["ItemQty"] = 1
	}
}

When a player loads into the game, you give them an empty inventory or load up a saved inventory from a previous session, by connecting their playerAdded event to a function that adds their inventory to the server’s inventory table, so InventoryTable[player] = …

You then write functions that allow you to add and remove items from the inventory data. This will involve placing items into existing stacks if they are available, and creating new stacks when needed. You will also probably want to add some function that splits stacks into smaller stacks (to allow players to do this eventually).

Any time an item is added or removed on the server, you update the player’s backpack (or whatever instance-based inventory set-up you have) and GUI (using remote events) to reflect this, and create gui that allows equipping the physical items (when the player is trying to equip you fire a remote event from the client and the server checks if the item can be equipped/unequipped and moves it to the player’s character accordingly). Using the same logic you allow players to move items around in their inventory (use remote events to update the server data whenever this happens).

At this stage you basically have a working inventory. You can save a player’s inventory table to save between sessions, as well as either delete or keep inventories when a player dies (it will keep by default, just create the relevant instances whenever a new character loads in).

Anyway that’s the basic gist of how I would approach it. I probably missed stuff, but hopefully that gives you an idea of how an inventory system would work.

Also side note but you don’t have to use remote events, as long as you have some way of communicating between client and server. I use remote events because I’m used to it, but there are plenty of modules that provide alternatives.

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This is a very nice post — thank you for explaining I appreciate that

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