My inventory is cooler than yours!

So me and Gl0in2 started working on a new project last week, and so far we’ve implemented some basic item generation and guis. I thought I’d show you guys what it looks like, and see if you have any comments or constructive feedback.

Here’s a (big) picture of it (you might want to open it in a new tab to see the smaller details :stuck_out_tongue: ).

The game uses different equations to generate items of different types. The items can get different “rarities”, aswell as a wide variety of attributes that further empowers the item (the one of the picture gives 3 vitality, which increases your max health). This is all done via a system Gl0in2 developed.

The game also allows items to be different sizes (either one or two slots). You can move them around freely in the inventory and equip them. He also made a tooltip system that automatically generates the small window you can see on the picture, that contains information about the selected item.

I’m the one who designed and drew the menus, aswell as built all the items (you don’t see a whole lot of them items here, though).

Yes, the game is inspired by Diablo… how did you know!? :open_mouth:

You must have not seen Look at this Cool Creation.

I apologize for any hostility that this message may have conveyed :stuck_out_tongue:

PS Your GUI looks amazing! :DDD

Well mine is more basic and less complexing:

Still like yours doe.

Oops, totally missed that. First time I make a post, so I never thought about it. Sorry.

Is there no way to move it? :uhhh:

Oops, totally missed that. First time I make a post, so I never thought about it. Sorry.

Is there no way to move it? :uhhh:[/quote]

Only through divine magic and sparkles. Which fortunately I have.

Looking very nice by the way. Do you have those health and mana orbs working?

[quote]
Only through divine magic and sparkles. Which fortunately I have. [/quote]

Thanks!

The health and resource (we call it resource, because different classes have differerent kinds of “mana”) orbs are not functioning yet, unfortunately. We plan on animating them, to make them look like they’re “swirling” or something similar.

This is pure amazing!
Doesn’t even look like roblox anymore.
Just don’t make this a reading adventure, because nothing’s worse than having to read a novel to get the lore of the game.

I thought we were getting better about not cloning ;___;

[quote] This is pure amazing!
Doesn’t even look like roblox anymore.
Just don’t make this a reading adventure, because nothing’s worse than having to read a novel to get the lore of the game. [/quote]

Lore through questline, extra lore through side quests, and super-super-extra-awesome lore through enemy-dropped/found in bookcases/whatever books!

[quote] This is pure amazing!
Doesn’t even look like roblox anymore.
Just don’t make this a reading adventure, because nothing’s worse than having to read a novel to get the lore of the game. [/quote]

Lore through questline, extra lore through side quests, and super-super-extra-awesome lore through enemy-dropped/found in bookcases/whatever books![/quote]

Don’t worry, we’re not so stupid that we’d make you read large amounts of text on a R├ôBLOX game. :wink:

On the lore side of things, I had an idea on how it could work in a way that’s more fun for players. We are planning on making different areas you can go to. However, making an entire area takes time, so we can only make one at a time. A way to get around this is to make a story or plot, and then have it continue as players unlock new areas. But to unlock the areas, players need to work together on all servers to finish a “global quest” of sorts. After finishing the quest, we update the game with the next area, and continue the story (through cutscenes or similar). This would give us time to work on updates, but also makes it seem logical from the players’ perspective.