Introduction to Inventory and Power-ups
Get a brief introduction to what we’ll learn in this chapter.
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Badly wounded by the goblin, the hero reaches into their backpack. Uncorking a terrible-smelling potion and drinking it, their wounds close. Refreshed, the hero is ready to return to the good fight.
This scene is a staple of modern fantasy games: the adventurer finds an item on the map, stores it in their inventory, and then uses it later when needed. Substitute the smelly potion for a healing system controlled by sympathetic nanobots, and we’ve got a similar, sci-fi game mechanic.
With items and inventory systems, we can add variety to our game. Players can now make tactical decisions based on item use; they’ll need to consider whether it’s worth the potential injuries to reach an item despite the number of monsters who might be guarding it.
Before we can offer items for pick-up, however, we first need to design and create them.
What will we learn?
In this chapter, we’ll learn how to add items and power-ups to our game. Power-ups make the game more strategic because then collecting and managing resources becomes a conscious decision. Making our player ponder whether hunting for a nonessential item is worth the danger encourages them to keep playing and makes their failures feel less arbitrary and frustrating. It also rewards clever play.
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