gamedev
@icedquinn the inventory system I like the most is the classic list of everything, sorted into categories for finding stuff easier if you have a lot of stuff in your game.
re: gamedev
@icedquinn@blob.cat @beardalaxy@gameliberty.club yes but it IS user friendly and accessible
fwiw i love inventory tetris. but really the inventory system should be determined by the gameplay. for diablo it works because inventory space is precious, because the gameplay is about finding items.
re: gamedev
re: gamedev
@icedquinn @purple I was gonna say, if you find the list too boring you can always spruce it up a bit by doing an icon grid instead. Serves the same function but it's a bit more condensed and doesn't require as much reading. The easiest solution if you're trying to have a limited inventory imo is to just assign weight values to things and have a max weight limit. I realize I'm just describing D&D lol but it's been that way for a long time because it works pretty well.
For my TTRPG I've been developing, I don't use actual weight but instead "slots." Different packs have more or less slots, and you also have immediate access to a certain amount of slots on your person. Every item has a value assigned to it of how many slots it will take up. It's much easier than dealing with actual weight imo. Less numbers.
re: gamedev
re: gamedev