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.
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.
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.
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.
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.
Watch this space, more soon!