At 12/26/13 05:02 PM, Archawn wrote:
At 12/26/13 08:51 AM, kkots wrote:
"Realistic inventory system" - OH MAH GOD
Please tell me you're joking :P
Imagine RE4 with a system like this.
Holy crap, man! Another minefield, even larger!! *eyes start looking into opposite sides*
The belt/equipment system!
1. Inventory has a separate sub-inventory, playing the role of a belt. Items for quick use can be placed into the slots, lying under F1/F2/F3/F4 hotkeys. Maybe some passively used items, like ammo, can be worn on the belt too.
2. The whole alternative (active) inventory is displayed as a rotatable 3D character model with slots that highlight when moused over. A headlamp can be dragged to the forehead. A weapon to the hands. Secondary weapon to the back. Pistol to the waist. Ammo or maybe a whole ammo belt on the chest somewhere. Medkits into pockets on the vest. Knife onto a calf.
3. The character is actually carrying around a backpack, or a briefcase with all the passively stored items. In the game, the character would put it on the ground and slip hands into there and start digging in it. As a result, it's impossible to even look into the inventory while being on a ladder, underwater, on a very tiny spot of ground, etc.
4. Item descriptions are not displayed, and the player must remember where he put what things. For example, in roguelikes this can be dangerous when poison and a healing potion are in bottles that look alike.
5. When the character gets hit, or is knocked down, or takes a hit to his/her backpack in the actual game, or turns around, items are taking the hits as well, turning around too, and everything gets messed up, and some items may break. If there were explosives in the backpack, they would be likely to explode.
6. The player may put more items than the backpack can carry, but the top-most items will randomly fall out on the ground while the character is moving.
7. Backpack can be upgraded with a larger size, bullet protection, etc.
8. Large weight makes the character get tired more quickly or move slower, not be able to jump as high, etc.
9. The backpack is 3D. You can simulate this by using N separate backpacks, where N is the depth of the backpack in cells. Or you can simulate this by allowing the player to stack similar items together, in one slot, up to N items. For example, 2 potions together, 50 bullets in one slot, etc. I'm also thinking about an isometric display, but it would be too difficult to draw, let's say, an AK-47 in isometric view.
10. Storing, let's say, explosives in inventory near a, let's say, lit candle will instantly produce an explosion right in the inventory and end the game. Maybe intentionally turning over containers with liquids and pouring them into each other to create chemical mixtures and new potions would be a nice way to create an alchemy/brewing system right in the inventory.
11. Putting sharp objects, like knives, near the edges of the backpack or near anther fragile item will either create a hole in the backpack (and knife will fall out, with everything else that's near the hole) or destroy the item if there's good weight applied to the pointy end of the knife. Knives, swords, sharp things - they need to be stored in some kind of casings. For, example, trying to take a knife with hands when it is facing with its pointy end up, or trying to grab a sword by its blade is hazardous.
12. Every medkit is a sub-inventory which opens on top of the main inventory when you click it, and it has syringes and capsules inside it, and they have no description, and you must quickly pick the right stuff, so you need to know what is what in a medkit.
13. Some containers may be closed and require some sort of tools in order to open. And the tools can either be in the inventory too or put on the belt. And you need to pick the tool, and it would follow the cursor while carried.
14. A sight system in an inventory. Your eyes are on the top, and they're like sources of light. The items in the inventory cast black, semi-transparent shadows. So it gets harder and harder to see the deeper you try to look. When you clear things out of the way, more of the inventory is revealed. You can either move eyes around with the mouse cursor (like, they follow it automatically, but can't go inside the backpack anyway), or you can move the eyes into the infinity and let them cast vertical rays.
I made a mistake in my previous idea where I said something about having a clear, vertical (I said "horizontal" - that's a mistake) straight path to items. Well, I also meant that we, humans, can bend our hands 90 degrees from the arm, so I think that you can also grab items that lie a bit to the right or to the left from the path, 1 cell. Maybe you could also display the actual arm, animated. And make an animation of it how it gets cut by some edge of a sword while passing close to it. That also gives me an idea of a maximum range of reach - you can't reach too deep into the backpack, if it's obstructed.
15. If the player somehow dies because of improperly placed items, right before his death you are obligated to show a close-up of the accident happening in the inventory, otherwise the player won't understand what's happened.
I got tired... I'm sleepy now...