April 2026 Update

April has mostly been focused on the day job, I've been working mostly on the Victoria 3 Expansion The Great Wave to support the team there. A lot of work put into making AI capable at sea and still working hard on that. For Project Dungeon I've been trying to get some kind of inventory and loot system going.

By Groogy

Published on May 1, 2026, 11:07 pm

Work Done

April only ended up netting me about 15 hours of free time to actually work on the inventory & loot system. 42 tasks done, and I'm almost done, the system kept growing though, a bit of scope creep but I think it's going to be good to let me make engaging content for the player.

tasks_left

Inventory

So the inventory is very simple, it's a party-wide inventory with a weight based system where each item has a weight and you can't carry more than the max weight the party can carry. The max weight is currently just calculated as the sum of strength attribute of all party members.

I want to keep inventory management easy, I don't want the player to have to juggle between different characters etc, but instead everything will be shared for easy access and easy usage.

inventory

Items are organized into categories for easier navigation, but for now I don't have that many types of items so can't really show that.

Next in Inventory

I want to add interactions to items that you can access through this interface, some of these will be standard for all items like throwing them away to make more room in your inventory. Some might be able to be used on a party member, like healing them.

I'm also going to want to make the item usable in combat. Which is going to need quite a bunch of work to make it work with my current structure.

Looting

So with an inventory, we need to make sure we can also you know, find items. So to that end I've added two situations where you can find loot for now.

Combat

At the end of combat, if you win, we'll generate a bunch of loot for the player to pick up. As long as you have enough free weight you can add it to your inventory. If you don't have enough space, you can click choose to move some of your items in your inventory to the loot pile.

Any items left in the loot pile when you leave combat will be lost to the aether.

combat_loot

Rooms

Some rooms might have loot just lying around that you can pick up. Or there's some kind of object that might be of use but you are not quite sure of what yet.

These items won't be destroyed when you leave the room, but will persist so you can always come back and pick it up later. loot_event

That's It

I am not entirely done with this work. I have another type of event for dungeon rooms that I want to add, which are an event where you can insert an item into it. Like a key or some kind of obscure thing to solve a puzzle.

I also just before writing this update got the idea that I should add support for attribute checks to allow the player to add items to give them a boost to the roll. Like using a crowbar to force a door open.