Now with actual consuming!
Today I implemented some string conversions for a later stage and then finally some connection between UI and logic. The result is, you can now consume items from within the inventory!
I should really implement mixing xD
also, I want the submenu to be shown on the item slot it is called upon, that shouldn't be too hard.
changes:
https://github.com/Papiertig0r/Alchemy/commit/59c40642e9dc00f05b94b7c8385801c3600049a9
Well, this wasn't so bad :)
Now I'm really glad that I deleted all UI a few weeks ago. Having an idea about how your game is built really helps implementing UI, everything is much nicer and cleaner.
Tomorrow I'm thinking about implementing the full inventory.
Next steps are:
Implementing tool UI and moving items between different UIs
Mixing ingredients (I'm really looking forward towards this)
Implement cooking! (I want cooking like in Harvest Moon Back to Nature ~)
Implementing Ingredient UI (I want to have different stats displayed when hovering over ingredients)
See the changes here:
https://github.com/Papiertig0r/Alchemy/commit/f18400c989054ef585b1ea4f99e43a82beab4625
I implemented a simple health bar, which makes it somehow a lot more attractive :D
Also, you can now have splash effects with a radius for any kind of throwable (throwing the potion heals everyone in 3meters radius, throwing the healing paste just heals the target).
You can also consume, the potato, the herb, the paste and the potion or throw the knife for damage.
Tomorrow I want to have more effects (like poison) and maybe implement poisoning the throwing knife (attaching an effect to weapons is a planned feature)
Have some changes:
https://github.com/Papiertig0r/Alchemy/commit/d7e8d065087e7303ff6d36e7dc1614a46cdfa68e
I implemented consumables, though I am not happy with it.
They have a reference to a scriptable child of a buffing parent class and I have to implement a subclass for every stat that is buffable. I think I'm going to use reflection to smooth this over.
Consuming items is only implemented via inspector, so no gif.
Take some tasty changes instead: