Ok, this is what I left out of the last video for some odd reason. Easily one of the more important requirements for an inventory system.
Here you can see dropped items physically being dropped onto the ground somewhere near the character. Dropped items have a built-in inheritance function for mesh and other variables. So when you drop an item you can set its mesh to match that of the dropped item whether that be armor, weapons, or something like a potion. Right now the mesh is just a basic sphere but I plan on making a burlap sack looking bag for the dropped items. I’ll work on the weapon/armor/scenery/misc art for everything after the actual code is finished. Anyway, each dropped item can be picked back up just like any other loot.
In addition, when stackable items are dropped, the player is prompted to select how much of the stack he’d like to drop. From 1 to the specific item’s stack amount. This item will be dropped (or the button with an ‘X’ can be clicked to cancel the drop) and the selected amount of the stack will be transferred from the inventory to the dropped item.
And yes, the ‘X’ and the ‘√’ will be changed to actual images. Those are just placeholders.