Inventory management part 2

06.09.2009

First of all, thank you all for the inventory development ideas! I've prototyped most of them and settled with one design. So here it is!

First of all, the inventory pauses the game now. I wanted the inventory to be big enough to hold at least 50 items, and I didn't want the slots to be too small, so now we have to pause to bring up the main inventory. Which is why I put in the quick slots inventory! You all probably know what this does, it's an extra 10 slots always visible to you, and you can activate them with keyboard controls.

Pausing the game also allows the camera to zoom in slightly where you are. And the best part is that you can still pick up items and move them around while the inventory is visible.

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