Things seem to be working out well for Crimson in their new home, with the exception of their desk broken in transit. This has meant a bit delay in them being able to set up and work properly, but should be remedied soon. Most of my various appointments, scans, and meetings are out of the way now as well. My hope is that soon I’ll have some better course of treatment.
However, I have been putting some deeper thought recently into inventory systems. Thinking about what makes items and looting exciting and what makes them boring, what makes inventory management a chore and what makes it so easy you barely notice. It interests me especially since it involves gameplay (what items are available), GUI (How the inventory is presented), how it interacts with the player (weight slowing you down, making you heavier, maybe making you harder or easier to knock down, etc.), and how those items are delivered to the player. For instance, Zelda’s musical sequence compared to anything with a quick ‘loot all’ button. A lot of things tie together for this one system.
It has led me to want to rethink the plan for our inventory screen from a SkyUI-esque design of a simple list to something more graphical, perhaps a Diablo-style grid or a grid of identical slots like WoW. It’s important, I think, since CS is so focused on the player’s body and how it changes their actions and experiences, that weight be a factor as much as volume. For that reason I’m mulling over the benefits and drawbacks of Divinity: Original Sin’s system. You have a grid of limited space, every item takes up one slot, but you also have a weight limit as well. But, I’m not sure it’s very friendly on those who’re sight-impaired.
So, I’d like to know what thoughts you guys have on different inventory systems you’ve played with in other games, what you liked and what you disliked. I’m interested to hear about your experiences and ideas. With any luck, Crimson should be up and running soon.
Until next time!