rusty_shackleford
Arcane
- Joined
- Jan 14, 2018
- Messages
- 50,754
ughhh it looks like a financial statement
wowza look at da pretty colors!!!
ughhh it looks like a financial statement
wowza look at da pretty colors!!!
Disagree. Image can convey a lot of information if done right and can take less place than text, not more. The fact they are "often" badly drawn only means that most games are crap even in graphic design. Hurrah, you discovered that most games are shit! Welcome to the Codex!List conveys more information in the same amount of space than tetris and you can imagine what the items look like instead of having to look at often poorly-drawn images that likely don't even match what you see on the character when you equip them. Icon is clearly worse than the other two options and not worth discussing.
exactly what is this image conveying?Disagree. Image can convey a lot of information if done right and can take less place than text, not more. The fact they are "often" badly drawn only means that most games are crap even in graphic design. Hurrah, you discovered that most games are shit! Welcome to the Codex!List conveys more information in the same amount of space than tetris and you can imagine what the items look like instead of having to look at often poorly-drawn images that likely don't even match what you see on the character when you equip them. Icon is clearly worse than the other two options and not worth discussing.
Also you are not Rusty so quit with the "not worth discussing" bullshit. That's what this thread is fort - discussing it. Rusty is an exception, he is the only one allowed because he was dropped on the head as little child.
Identifying items becomes a chore after mass-armageddoning Dragonsand and such. Especially if your Identify Master is not the same as your Merchang Master.
Now, if you combined it with weight limitations, and the squares in the grid represent volume, so that the player can't stuff the inventory full of relatively light items that are of large size, you get the perfect inventory system.
but I'm playing an rpg not a bag managing simulator
- Volume is a scalar measure of physical space, so a physical representation will always be more intuitive to work with than a statistical one
- Videogames are a visual medium, therefore the experience is improved by a more visual design as the icon-based tetris grid
- Tetris grid allows for a higher complexity of logistics that none of the other systems can match, which overall leads to a superioir degree of resource management
but I'm playing an rpg not a bag managing simulator
inventory tetris is the most unintuitive garbage ever designed.
A major components of RPGs is also exploration, but I don't expect to manually tie my character's shoes. If your character is incapable of putting items into a bag, maybe they shouldn't be adventuring?Item managment as always been a major component of RPG's due to the genre's focus on looting
It's only natural that an RPG that strives for a overall higher complexity and engament of gameplay mechanics, should also do the same to its item managment
I'm glad we're now citing RE4 for RPG design.You clearly never played RE4, because otherwise you wouldn't say that
but what do any of those images mean? They're just icons. They don't convey anything in RPG terms.Try to portray this inventory system in text only, it will be a lot less intuitive:
As you can clearly see from the very intuitive iconography of this inventory, there are slots for armor, helmet, gun held in your hands, and facial equipment on your character.
There are also several additional inventory slots based on what armor/accessory you're wearing. Notice the holsters on your belt? They only hold pistols. This is depicted by the empty slot having a holstered pistol icon, making it clear that it's a slot for pistols. Makes sense, right?
Slay's outfit allows him to carry two pistols in his holsters, one knife, a rifle slung over his shoulder, and two launchers in his backpack.
Meanwhile Cate's backpack has different slots than Slay's, allowing her to carry a sidearm and a couple of tools in there. One of her holsters also has a slot for an SMG.
It's a complex inventory system where equipping different vests and backpacks allows you to carry different things. But it's depicted in the most intuitive and easily readable ways possible.
If your character is incapable of putting items into a bag, maybe they shouldn't be adventuring?
I'm glad we're now citing RE4 for RPG design.
That isn't Grimoire's inventory though.ughhh it looks like a financial statement
WhooshThat isn't Grimoire's inventory though.ughhh it looks like a financial statement
Cataclysm: DDA does something similar with text format.On inventory tetris: I wish more games took the X-COM approach, where you can actually store items in more places than your black hole of a backpack. Because, you know, shoulder straps, belts and boot straps are things.