Task - #162 - Refactor the Inventory Mode

Project: Antilia (alpha) Priority:
4
 Low
Type:
Refactor
Status:
Complete
Reported By:
jeff 
Assigned To:
jeff 
Created On: September 21, 2020 Resolved On: -

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The current experimental 3D inventory is creating more problems than it solves. To simplify the project while improving the inventory it has been decided that we will return to a conventional 2D inventory and hotbar. This will reduce overall complexity and keep the UI more consistent.

- Ensure all SimulationObjects that appear in the Inventory have an inventory icon
- Implement a new Inventory GameMode.
- Layout the new inventory with the following sections:
- Character Equipment
- Character Inventory
- Money
- Selection Information
- Hotbar

Some recent game design decisions that factor into this include:

1. Inventory will be limited by weight, not by a fixed number of slots.

2. The inventory UI will scroll vertically. The size of inventory and containers should be implemented in way that allows it to be relatively endless, or at least very large in the case of buildings. The player should be able to easily move an item across the full scope of the scrolling inventory.

3. The player can create "trays" to organize their inventory in. The trays serve as an organizational tool, but can also be moved all at once into free-standing containers. Clothing and armor might have a special "mannequin" tray that can be dropped onto the player to immediately change armor/clothing.

4. Items will have a "Slot Size" and can only be placed in appropriately shaped slot. The slot shapes will be "standard", "large", or "long". The inventory will display in the order of: First Trays, then "long" items (weapons/tools), then "standard" items, and last "large" items. (Future slot types may also be added, such as "aquarium" slots that keep fish alive, etc.)

5. Slots can be set up with "tags" which act as AI behavior indicators. For example a slot in a character's inventory or a free-standing container could be reserved or stocked with a particular item. Or it can be set up to indicate that whatever is placed there should be kept, discarded, or sold.

6. The Inventory UI will have an area reserved on the screen for displaying a 3D preview of the item and basic information about it.

7. The Inventory UI will also have an area reserved on the screen for displaying either a 3D preview of the character and changing equipment, or when accessing a free-standing container the contents of that container.


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Tuesday, September 21, 2021

Status changed from
In Progress
to
Complete

Monday, September 21, 2020

New Task Created!

The current experimental 3D inventory is creating more problems than it solves. To simplify the project while improving the inventory it has been decided that we will return to a conventional 2D inventory and hotbar. This will reduce overall complexity and keep the UI more consistent. - Ensure all SimulationObjects that appear in the Inventory have an inventory icon - Implement a new Inventory GameMode. - Layout the new inventory with the following sections: - Character Equipment - Character Inventory - Money - Selection Information - Hotbar Some recent game design decisions that factor into this include: 1. Inventory will be limited by weight, not by a fixed number of slots. 2. The inventory UI will scroll vertically. The size of inventory and containers should be implemented in way that allows it to be relatively endless, or at least very large in the case of buildings. The player should be able to easily move an item across the full scope of the scrolling inventory. 3. The player can create "trays" to organize their inventory in. The trays serve as an organizational tool, but can also be moved all at once into free-standing containers. Clothing and armor might have a special "mannequin" tray that can be dropped onto the player to immediately change armor/clothing. 4. Items will have a "Slot Size" and can only be placed in appropriately shaped slot. The slot shapes will be "standard", "large", or "long". The inventory will display in the order of: First Trays, then "long" items (weapons/tools), then "standard" items, and last "large" items. (Future slot types may also be added, such as "aquarium" slots that keep fish alive, etc.) 5. Slots can be set up with "tags" which act as AI behavior indicators. For example a slot in a character's inventory or a free-standing container could be reserved or stocked with a particular item. Or it can be set up to indicate that whatever is placed there should be kept, discarded, or sold. 6. The Inventory UI will have an area reserved on the screen for displaying a 3D preview of the item and basic information about it. 7. The Inventory UI will also have an area reserved on the screen for displaying either a 3D preview of the character and changing equipment, or when accessing a free-standing container the contents of that container.
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