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    • Alright, I've hooked up the UI slots to be buttons. Now when we click on them they'll inform any listening systems of their unique ID. I did notice we've got a bug where your inventory is kinda "growing" when it shouldn't. I'll need to look into that. The reason will probably be pretty amusing and stupid, that is the way of things most of the time for me.   Next steps will be hooking up the action bar to listen for these clicks. The main action bar handler will just be listening for the event and will assign the item to whatever your currently selected slot is. We'll see if we like that, in the end the preferred method might actually be clicking an item in your inventory THEN pressing the key you want to assign it to.   May try both, might eventually implement support for both and let players decide. Guess we'll see! Sadly I've had some long days and early mornings so I can't do more tonight.
    • Alright! This week we will be touching up some of the UI. None of this will be final but it gives us some feel for where the game can go. I think first we will connect the inventory to the action bar and then we will go from there. No pressure just fun! That's the plan at least 🙂
    • Today I did a little bit of UI work just to help unwind. It was a long and busy week and I both didn't want to do anything but also didn't want to do nothing. Stuck in some kind of weird middle state, I did a little. What was amusing once I was finished with some of the first pass code for the inventory was it revealing an issue with my character. As you know I had ID issues with my items. What I hadn't noticed was that all the prior iterations of the items have been sitting on my player this entire time. That's pretty amusing, all things considered. Sometime soon I'll clear out my inventory and save my player, just to fix that up.
    • I find that UI work is both incredibly rewarding once it is finished and incredibly taxing while you work on it. Ever interaction point from people requires a lot more effort than linear systems.   There are many intuitive ways that people expect things to work and making all those things work in harmony is quite a chore.   I'm not sure how much we will get done tomorrow but I do think once more of the initial developer UI is done that the experience will start to feel more tangible.   It is one thing to see an editor window updating but a whole other experience to see it live in game.
    • Hey Folks, Alrighty, done some updates. They ended up being more world modifications than actual action bar updates. The next steps though are pretty clear once I recover a bit more. We will hook up a simple inventory that reads our current items. When you pick up an item this will inform the game to add the item to your inventory. Upon doing this it'll check your action bars for an empty slot. If there is a slot it will place a reference to that item in that slot. Otherwise nothing happens. Then following that, we'll want to have it so when you are in your inventory. If you left (right?) click on an item, or perhaps some other key we'll see, when you use that key it will assign the item to that spot on your action bar. If that ends up not being annoying we'll stick with that for the time being.
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