Inventory: Dangerous to go alone, take this


Items, you want 'em, we got 'em. Use them to your advantage or debilitate your firends and make them hate you.

After finishing the shop, it's time for its partner in crime, the player inventory. Before the player rolls their dice, they have the chance to open their inventory and use the items they've accumulated throughout the game, available mainly in the shop, but maybe through other circumstances as well. I took a bit to make sure the item data system is well done, so it can be flexible and we can make items as we please. 

Currently, the biggest issue I'm running into is the check logic per item. The logic system will have to be rigorous to avoid bugs, and allow for a wide array of items. The system will be gigantic in the end, but thankfully I'll get to re-use some functions.

Here's to the Mario Kart "?" item boxes,

Marcos Out

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