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Post by Amelorate on Jan 4, 2015 16:12:48 GMT
Eventually I'll be doing a inventory system and would like to know what I should do. I'll list every option here. Feel free to suggest more. Traditional SS13 InventoryEvery inventory has 7 cells items fit in and a maximum size. Items are of a specific size. You can fit any item in a container as long as that item is smaller than that container's capacity. You can also fit a container inside another as long as it fits. Inventory Puzzle With GridIt will be better explained here. [Warning TVTropes]Basically, each item has a specific size on a grid and a container has a specific size as well. You can rotate and move items around to try to fit more items into 1 container. Inventory Puzzle Without GridKind of like an inventory puzzle, but with a few differences: 1. Instead of items having a size on a grid, they have a hitbox. 2. Items are not constrained to the grid. This allows a pen to fit in between the space created by 4 balls. Here is an example:
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Par
Contributor
Posts: 84
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Post by Par on Jan 6, 2015 15:43:02 GMT
I would prefer a refined version of the two-hands system. The classic SS13 inventory isn't stellar, but I certainly prefer it to puzzle inventories, which trade realism for convenience.
A polished two-hands inventory with hotkeys and more intelligent interactions would be my vote.
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Post by Amelorate on Jan 6, 2015 21:18:54 GMT
I would probably use a two-hands setup for all of these choices, I'm mostly just talking about containers.
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Post by Nullbear on Jan 6, 2015 22:36:09 GMT
For a dev/design project i worked on earlier, The inventory was literally just what you had in your hands, and what you could wear. You could extend the inventory of certain clothing by adding either "pouches", "flasks", or "weapon sheaths" to it. Letting you carry another of the appropriate item. It was worked into the combat system, to make the more you have, the slower you are. Its possible to carry a nice variety of weapons, at the cost of consumeables, utilities, etc. In combat, it was also possible to "cut loose" parts of the other's inventory, making faster characters effective cutpurses if the load wasn't too much.
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Post by Amelorate on Jan 6, 2015 22:39:55 GMT
For a dev/design project i worked on earlier, The inventory was literally just what you had in your hands, and what you could wear. You could extend the inventory of certain clothing by adding either "pouches", "flasks", or "weapon sheaths" to it. Letting you carry another of the appropriate item. It was worked into the combat system, to make the more you have, the slower you are. Its possible to carry a nice variety of weapons, at the cost of consumeables, utilities, etc. In combat, it was also possible to "cut loose" parts of the other's inventory, making faster characters effective cutpurses if the load wasn't too much. Basically, this is how I would implement the player inventory. How sub-inventories will work is what we are voting on.
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