@Darren said in Learning Ruby for Ares:
Honestly, now that I've done it, I'm thinking about not using it since objects are really little more than just "desc" holders and there are other ways to do that without needing real objects for it.
That's why Ares doesn't come with an inventory system built in (or "thing objects" for that matter). Everything they're traditionally used for can be done in different ways. There's a discussion about this in the chopping block article.
An inventory system could still be useful in conjunction with other systems though. FS3 for instance relies on storytellers to adjudicate sensible weaponry. The system will let you equip a rocket launcher, but that doesn't mean you have a rocket launcher.
If you wanted to eliminate the human factor there and track someone's gear, you'd need an inventory system. Most likely the basis of it would just be a simple list of gear items, which is simple enough. But then you'd also need to figure out how people get gear, what gear is available, what the gear does, how it relates to other systems (like combat) ... all of which is highly game-specific. It can be done, but I'm doubtful that it can be done generically.