ABSTRACT

This chapter also focuses on a topic that is not centered in any one class, but operates on and with several classes to provide a very commonly found interaction construct, the inventory. Inventories form the basis for common game interactions, namely picking up, storing, using, and dropping objects. So, the last topic in this chapter is about an inventory system that is supplied with the guide. It is a standalone inventory system that (unavoidably) utilizes some scripting topics that we have not yet discussed. Thus, you may wish to stop before reading that part of the chapter and quickly review Chapter 9, “Game Setup Scripting” and Chapter 10, “Gameplay Scripting.” Then, when you are properly briefed, return here and fi nish the chapter.