Original Post
Hi everyone!
I'm designing the inventory system for my upcoming RPG but I'm not sure how I want it. There are several questions. The game is some form of party-based tactical hack 'n' slash style game. I'm not entirely sure if it'll use a modern/futuristic setting or a fantasy setting, but I'm leaning towards the modern one. Anyway, onto the questions.
I'm designing the inventory system for my upcoming RPG but I'm not sure how I want it. There are several questions. The game is some form of party-based tactical hack 'n' slash style game. I'm not entirely sure if it'll use a modern/futuristic setting or a fantasy setting, but I'm leaning towards the modern one. Anyway, onto the questions.
- Should the items in it have different sizes? In many games, items have varying sizes in slots. A potion might use a single slot while a sword might use 1x4 slots and an armor 2x3 or whatever. This makes the player unable to carry around too many large objects, even if they have low weight but doesn't really work with the idea below I think.. What alternatives do I have?
- Should I present the item list as slots or as a scrollable list with more details? Most games I've played/looked at have an inventory which looks like a grid of icons. In some games, all items use one grid cell while other games have varous sized objects (usually rectangular though). This makes it easy to get a quick overview, but usually requires hovering the item to find out what it really is. I've thought about using a list-based inventory instead in which each item would get it's own row-group (or whatever) which would display an icon, the name/type and perhaps a description or stats. This list could potentially be filtered to only show items equipable on a specific body part for example.
- Should the character always have his inventory or should it be dependent on equipment? In most if not all games I've played, the characters always have an inventory of some size. In some games, there are special items which act as containers (Horadric cube, belts in D2) or level/progress based (bags in Titan Quest), but the overall idea is that the items are carried by the character in some magical fashion. I'm considering using container-items instead. Characters can hold any item in his hand, and he can equip a backpack in which he can then place other items. Without a backback or bag, the chacter can only bring two items (one for each hand). This could allow the player to prepare a few different backpacks and pick the most suitable when he gets a quest/mission.
- How should I present equipable items and body parts? Titan Quest has slots surrounding an image of the character and each slot has a background icon to explain which items you can place there. In Shadows Over Riva there's this dark humanoid character with slots surrounding it, but using arrows/lines to associate a body part with each slot. The main problem (?) I have with this is that you can only equip one item for each slot. What if I want a bullet proof vest under a shirt under a jacket? Give the character three slots? What about dropping the slot based equipment and using some form of list instead, where each equipped item could give penalties such as reduced agility? How would I present those lists? Bring it up when the user clicks the associated body part on some doll?
- Quick-access slots? Let's say you have a grenade with you. You'd probably want to be able to throw it without opening up your inventory. In D2, you have the belt which allow you to quickly access potions. I want something similar, but for arbitrary items. If I went with idea #3, I could allow pretty much any item be a container. This got me thinking about tactical vests with 4-8 quick-access pockets which could hold a single small item each. Each usable item in a quick-access pocket would then get a clickable button in the interface. I'm afraid this could get messy though. What do you think? I think it could be very cool, but it would need a really good interface..