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Even in its early days, Althas has been a land shaken by conflicts. In the early days, these conflicts pitted the Anointed Kingdoms of Men against the dark and demonic forces that threatened them. However, with the passage of time the world has changed. With the Anointed order eroding away and new powers rising, another war looms on the horizon, a war brought on by Man's own actions. Thenodar, a burgeoning new kingdom in the North, and Anorthile, one of the last of the three remaining Anointed Kingdoms, now prepare for a war that will shake all of Althas. Old demons and new enemies gather in the shadows of both lands as each sets their sights on the ruined wilderness known as the Feralands.

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This week you’ll get to see some of the current Inventory system UI work done by our Graphic Designers, as well as an explanation to its general design.

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This week you’ll get to see some of the current Inventory system UI work done by our Graphic Designers, as well as an explanation to its general design.

Player Inventory

Here you can see the Inventory Menu. We wanted to use a grid-based system similar to those seen in older games to give players a more realistic view of what they were carrying. Rather than having to sort through stacks and stacks of items, players can see what they're carrying and move it around their inventory with ease.

Another reason we chose this system was to reduce the need to sort through piles and piles of loot. Players can carry a limited number of items, and can easily compare them to see which weapons, armor and equipment best suit their needs. If they need additional space, they can equip extra bags to give them a bit more room for small items.

Player Inventory - Item Comparison

In our current design, items take up space based on their size, and have a weight that adds to the player's overall load. If the load gets too heavy, a player will be slowed down and tire more quickly. If players carrying heavy loads find themselves in trouble, they can quickly drop their rucksack to reduce their load, than pick up their gear once they've dealt with the threat.

Sample UI Icons

Here are some of the UI icon alternatives that were considered, which I feel might interest some of you.

These features and systems are all still in development, and may change before any future release. We welcome any discussion around the Inventory, and we'd be glad to hear your thoughts about the visuals, mechanics and designs seen here. Look forward to more art, gameplay and interface updates in the near future!

Also, if you would like some further explanation of the Inventory UI and how it will be usable, please check out our latest Blog post over at our website.

Further explanation...

More content will be available on the blog so make sure to keep an eye out for extra snifters of goodness on top of those posted here.

Don't forget we're also on the Facebooks and Twitters, make sure to drop us a like or follow for the latest updates direct to you.

Watch this space, more soon!


Seems really well thought out and the ui is clean. Great job. Just hope you can find a good balance between the pain of inventory management and the immersion loss of carrying an army worth of equipment in a backpack.

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MisterAmbidextrous Creator

Thank you for the compliment. :) We aim to find a good balance with equipment slots and how they can be expanded to meet necessary needs both in gameplay and realistically speaking. You certainly won't be getting anything near an army's worth of equipment that's FOR SURE! :P

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Nuvendil Creator

We have definitely put a lot of thought into that. We know loot is a big part of what people like about roleplaying games and we want to allow you to still pick up enough to be satisfying. But we do want to make you make more decisions when it comes to what to keep and what to drop.

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This is a really nice looking UI, great job guys!

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