I know there are already 5 other topics asking to do inventory system, but this is different. I want to look at all the options for what kind of inventory systems that could be implemented and push forward my suggestions.
Constraints or goals:
What do we want our inventory system to do?
1) For specific items.
if we only have a few milestone items that need to be collected a limited sidebar inventory would suffice or a pre-listed collection inventory with ghost outlines to show how far a player has progressed though the game.
Technically speaking a milestone inventory dose not count as a standard inventory, the items cant be consumed or interacted with in any way other than viewing it. An example would be other story games where you are given a quest item thats not actually in your inventory.
a simplistic limited slot inventory is also an option, it would have <8 slots to carry quest items or other kind of items and they would not stack, this would save work and effort for it.
2) for mass items.
this would involve stacking items and many different items types with many different uses. The items can be used up in different ways and there may equipment items too.
both are viable options, 1 for milestone item collection or unlocking item collection and 1 for normal inventory described hence forth.
clarifications?
Looking at the cards in the roadmap there seems to be an energy feature, i am unsure if it applies to the player but it seems the characters can pickup something that recovers energy for them in all ways it appears to be an HP system it has no mention that attacking loses energy for them. The something that can be picked up is called an item.
Would other characters also be required to have an inventory?
would it be the same as the player or less detailed and simplistic, would the player be able to view the enemies inventory and loot them?
What items should be included in the game?
currently the only mechanic i know about from the cards is the energy mechanic. The way forward for the inventory system would describe how it interacts with energy.
Will the player consume an item to recover energy?
to prevent infinite lifespan eating, would energy items be limited in anyway such as preventing the player from quickly eating in battle to cheat death?
What would the stack size for certain items be?
what will the energy pickup (items) be and what will they look like?
and most importantly what other items are needed in the game and what will they be and what will they look like, this also includes items for other mechanics.
while the main inventory system is code based, The items, pickups, milestones and anything else will need 2D icons as well as the main inventory layout and backbone. The 3D world items will also need to be created and these can be assigned alongside this after its been decided whats being included in the game or what the inventory system will be like.
if there are other ways to do inventory systems or styles, needs, limitations and more please do say.
i dont know what kind of inventory system this game needs because the cards dont describe many mechanics.