Figure 14.
Inventory is made to be flexible and dynamic - icons and names does not need to be assigned before in the game engine. Therefore, if object that is completely new and created by someone else these elements will be still shown in the GUI inventory. This was made by leaving important and individual properties inside the object itself.

4.7 Implementation conclusion

All functionalities of the old backpack was created and tested in our video-game. In addition to that, new functionalities as inventory GUI for the player was created. At this point it is minimal, and might experience some issues, however it is a good and pleasing milestone for us as the developers. Full code of the backpack can be seen in the appendix A while GUI code can be seen in appendix B.

5 Play-Testing

It is hard to say how fast this system is, however in most of the video-games inventories will not include ten thousands of objects (also in backpack of the player). Nevertheless, the loading time of the game is very fast, when using this new system with 100 000 000 initial objects in the backpack. When system is disabled completely (and backpack is empty), the loading time does not differ from when such big amount of objects is loaded. Both loading times were approximately 3 seconds. Theoretically such huge amount could also be taken out from the backpack, although in the testing, hardware started struggling after approx. 5000 objects were taken out.