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  #1  
Old 07-04-2010, 05:31 PM
Soala Soala is offline
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Question Inventory: So many ways to organize it!

The inventory, one of the most important feature found in so many games.
Some may call it a bag, an inventory, an item menu or whatsoever.

It's that time again, and I need to design one. No matter what it must have (tabs, categories, and such) I am still confused by how I should organize it.
The way it is made will make the user accomplish various actions in order to use it properly.

The real question, then, is: How would you like to handle your items and easily access them?

There are just too many ways to organize an inventory, create tabs or categories or eventualy seperate everything into multiple keys.

What sounds best? And why?
Do you prefer aesthetic over use?
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Old 07-04-2010, 06:51 PM
Unkownsoldier Unkownsoldier is offline
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I prefer aesthetics, because a good looking inventory shows that generally its a good server. Yet, it should also be useful theres definitely a balance. My feeling is, you should separate the inventory in categories by use and within those categories by value. I am not sure what type of server you are developing an inventory for, but lets presume its an era-like server? You could have a category in your inventory for "hands" within that category you could have guns/shields/etc. whatever you may come across that has to do with hands. Now, then you sort them by values. Lets say you have a gun thats worth a lot depending on street or store value, so that would take up the first slot. This is good because people generally only care about the good items, so it will be right there and they wouldn't have to scroll to find it. Thats just my spin on things.
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  #3  
Old 07-04-2010, 07:24 PM
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List with small icon showing what kind of item it is (sword, shield, staff, quest item, etc). Mouse over for more descriptive info, and various sounds for clicking in the inventory and such :P

There could be tabs, or a drop down menu asking which items you want to see (sorta tabs still...)
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Old 07-04-2010, 07:31 PM
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i prefer usability over everything

when it comes to design, i dont know.
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Old 07-04-2010, 07:38 PM
DustyPorViva DustyPorViva is offline
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Is there no such thing as both? :P

In the end it all comes down to the inventory serving its purpose in the most efficient way possible. Sorting methods, various sections, quick-and-easy access. Also, speed is an important factor, and I don't just mean speed of usability, but speed of the interface... I guess this doesn't apply to Graal much since fine details like that are something typically ignored. But in real games inventories will fade in and out, transitions and such... and if those actions happen too slow, all it does is break the flow. Nowadays, with PC games hotkeys are more important than inventories anyways.

Lastly, in spite of all above, you can have it look nice as well. I don't see why you'd have to sacrifice one over the other. As well, people should focus on the finer details. Don't just make an inventory blink into view. Don't just make the selection cursor appear suddenly over the newly selected weapon, make it move. Bring it all to life for a change!
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  #6  
Old 07-04-2010, 08:41 PM
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Quote:
Originally Posted by Crono View Post
i prefer usability over everything

when it comes to design, i dont know.
+Rep

Design + Usability is always hard to combine but fun!
Although Usability alone is top priority
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  #7  
Old 07-04-2010, 11:00 PM
Dnegel Dnegel is offline
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I prefer Inventories like the one from aLttP and Morrowind.
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  #8  
Old 07-05-2010, 02:28 AM
Shards-Of-Fate Shards-Of-Fate is offline
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I liked the premise of diablos inventory.
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  #9  
Old 07-05-2010, 11:50 AM
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I wonder who started this Diablo-esque Inventory type of trend...
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  #10  
Old 07-05-2010, 03:14 PM
Soala Soala is offline
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Well here is what I've made so far, I'm still working on it and trying various stuff, working my design, etc..

I'm trying to combine both aesthetic and use, with a simple design and categories placement.
Attachment 51320

Last edited by Soala; 09-02-2010 at 12:55 PM..
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  #11  
Old 07-05-2010, 03:17 PM
Shards-Of-Fate Shards-Of-Fate is offline
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Not a bad little design. I'm wondering what some of the UI is for though, hints?
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  #12  
Old 07-05-2010, 03:26 PM
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Quote:
Originally Posted by Shards-Of-Fate View Post
Not a bad little design. I'm wondering what some of the UI is for though, hints?
Nah, the top stuff are just me working out my design, nothing like the UI at all
I'm just showing the inventory on the bottom, as it is planned to be.
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  #13  
Old 07-05-2010, 03:50 PM
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My ideal inventory is a 0.5 alpha flat panel, with a 32x32 icon grid for each item in it, and mouse over tool-tips that display the information about the item.
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Old 07-05-2010, 06:06 PM
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mouse
You lost me there. Keyboard > all.
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Old 07-05-2010, 06:16 PM
Rufus Rufus is offline
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You lost me there. Keyboard > all.
YES! Inventories with keyboard functionality is how it should be.
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Seriously, you have ****-all for content and you're not exactly pulling in new developer talent, angling for prestigious titles should be your last concern.
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  #16  
Old 07-05-2010, 06:30 PM
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I liked the Inventory of Rufus' on Bomy
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Old 07-05-2010, 06:46 PM
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I liked the Inventory of Rufus' on Bomy
That was mainly Konidias' inventory, and I feel it got old . Personally, I prefer something more like what Pokemon utilizes.
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  #18  
Old 07-05-2010, 07:24 PM
DustyPorViva DustyPorViva is offline
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Also, keep quest/key items/disposables out of the main inventory. I don't need to browse through 1000 arrows/bullets/keys/notes to find an actual weapon, mmkay?
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Old 07-06-2010, 04:06 PM
Soala Soala is offline
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Attachment 51324 Attachment 51325

muuuuh

Last edited by Soala; 09-02-2010 at 12:55 PM..
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  #20  
Old 07-06-2010, 04:08 PM
Crono Crono is offline
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too transparent, hard to read text and focus on its graphics
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Old 07-06-2010, 04:13 PM
Soala Soala is offline
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too transparent, hard to read text and focus on its graphics
I'll fix the alpha later on.
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  #22  
Old 07-21-2010, 12:37 AM
Elk Elk is offline
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Hey Soala those are cool swords
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