another few episodes of Making an RPG and i think maybe some placeholder UI should be a high priority for me right now. i've done a lot of planning on the organization of the player's HUD and it would help guide what i'm working on if i set up the basic behavior of equipment in the UI and attached that to some rudimentary managers for various inventory types.

i did touch up on those inventory types in the document, but i think i can still improve on it.

  • item inventory (unlimited slots)
  • "adventure" equipment inventory (limited slots)
    • armor inventory (1 per piece)
    • weapon inventory (2 slots)
    • shield inventory (1 slot)
    • consumable inventory (4 slots)
  • cosmetic inventory (1 per piece)

i still think i'm simplifying things here. or maybe just misusing the word "inventory," it's technically clearer for me to refer to the limited slots as arrays and the unlimited slots as lists, since that's the real difference in implementing this.

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