MPLDAM9919 Wrote:The new update's great, Ivan! I can't wait to see all those scenes in action. How come you can't put the apron in your inventory? You can do that with the dress.
Feature not yet complete. In the past, I was deciding to limit this functionality to certain outfits (some could not be kept in the inventory because you need to wear it to activate the scene) but now I think it doenst harm anything because you can get back later and ask for the same scene. Surely this doesn't avoid farming (e.g. going to Peach castle, grab the dress, leave the castle, go inside again, grab another dress). However, the current limit of 5 items in the inventory will make you choose them well, restraining that farming. You wont be doing an interesting action by having 5 dress or apron items in the inventory to use them in all levels, for example. Its silly. If you're full of items, the game will ask you to use any of them to make room.
Zess T and other special characters will always ask Peach to be wearing a given outfit before a given scene, so you should wear it immediately. If you put in the inventory, you will have to leave the level, use it in the worldmap and go back, which is still not a problem because thats the plan/the way I expect to happen. So yes, apron may be put in the inventory in the future.
As for the ability to drop an inventory item, I was thinking about that with
Quiz but I dont know if I will code this feature. Why? Because lets say Peach drops a raccoon in the level. If the raccoon is too near Peach, she will use it immediately (instead of going back to the inventory) without user consent. Also, if Peach leaves the level, it will disappear (its like someone stole it). This cant be changed 'in a snap' because its how MIM PUT works. And no, its NOT a plan to make persistent objects through levels. Most (if not all) of Mario games dont work like this anyway.
So, dropping items feature is a No-no. Except if, in the future, we can use the first item in the inventory during the level (like in SMW), with the difference that we would be able to drop up to the total amount of inventory (if you press 'drop' 5 times, while having all 5 items, all will drop from the sky) instead of just one item (SMW only allows 1 item in the inventory). If so, all dropped items will vanish if they pass the current game view (the camera).
EDIT: hMMM but the drop thing wouldnt be so interesting that way. Because we cant select the slot. So we can have (for drop funcionality):
1. No drop items (maintain the 'use item before taking another') - easiest to make and maintain (its what we're using now).
2. Drop items in Pause Menu: select a item, drop. It will appear falling above her, then it will stop in a given floor. It wont be persistent if Peach leaves the level and go there again later.
3. Drop items like SMW (always the first item of inventory), making Peach lose it if it passes by her. Its more challenging, but should explain why its better to use inventory items in the worldmap, because you can select the one you want to use. Dropping items during the level will be like an emergency thing.