gamedev 

i kinda want one of those tetris inventories because i always liked them the best. they seem like they might be a bit of a pain though. hm hm.

another concept was pulling a Kingsway and making it so the inventory was like.. an old Explorer style window.
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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 

@beardalaxy i always thought the plain list was boring as hell :blobcatpain:

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 

@purple @beardalaxy i haven't coded and tried them all yet but the tetris seems like the most annoying to code and get right. someone probably has done it in 30 lines of code though and is ready to dunk on my ass on a moments notice but only after i've already done it.

item grids are also on the table (i liked when NMS inventories had playing card shapes they are sadly all pure squares now boo.)

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 

@beardalaxy i'm a blob from the Ultima Online (Rust but 1990's MMO) era so everything being icons in a huge bag is sorta.. the origin :blobcatshrug2: that and diablo and deus ex. JRPGs use flat lists and UO has an option to nowadays but its just.. i dunno.. it feels a step closer to just being a spreadsheet simulator to just directly slap all of your shit in a list.

my favorite paperdoll though is from blue bottle

each clothing item has a tetris grid and they're all separate and the game uses this interface for most interactions (even talking to people works by dragging verbs from an empty "inventory" to the "action" inventory)
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