Apologies if this isn’t the right place on the forum for a request. Just to be clear, I am not announcing something I’m making, I’m advertizing a need I have for my project that isn’t being filled by any asset on the asset store, and that I would certainly pay for if someone wants to make it. What I need is a type of inventory system sometimes referred to as “inventory tetris,” similar to say the inventory system in Resident Evil 4 (with one key addition, equipment slots).
I know there are a lot of inventory systems on the asset store - none of them have the key features as far as I know. I know of only one project that’s even close, but it appears to be dead. Searching online, the only thing I come up with are other people looking for the same thing but coming up empty handed. So I know I’m not the only one who would want this.
I personally don’t have time to do this myself, and don’t really know enough about 2D and gui programming anyway. I have NGUI, so if someone wanted to make something compatible/dependent on NGUI that’s perfectly fine with me, but not mandatory (I think the asset would sell more if you do though). If someone sees this and wants to add these features to their pre-existing inventory system, that’s fine with me too.
Key features (*= most important):
-player can enter the inventory screen by pressing a button, this locks the view and enables the mouse cursor.
*- objects must be able to occupy more than one grid space, ie certain small objects might be two units wide and one unit tall, whereas a large object might be six units long by two units tall.
-Players can click to drag items around the grid space, but they cannot put down an item if any grid space it would then occupy is already occupied by another object.
*-player should be able to press a button to rotate the object 90 degrees, so they can fit things into odd spaces.
-Inventory screen should have a variable sized storage grid the contents of which gets saved, and a fixed size overflow/trash grid. New item go in the overflow area on pick up (automatically launch inventory screen), the user should then drag it into their storage area. When the inventory screen is closed anything in the overflow area gets dropped on the floor (when inventory window is closed, spawn item if it was in was put in overflow; destroy “pick up” object if it is not in overflow)
*-Inventory screen should have an area for “equipment slots” - items can be dragged from inventory (or overflow) onto an equipment slot to equip/enable the item (equipped items don’t take up inventory space). Equipment slots may just be separated grid spaces. The important thing is that objects that don’t fit the grid’s size and shape can’t be put in the equipment slot.
-size of inventory grids, number and location of equipment slots, etc needs to be accessible and modifiable. Equipping a bigger bad, or wearing different clothes may increase/decrease inventory space and equipment slots.
- don’t worry about art/design/layout aspects, just programming.



