I love the minimalist look of the inventory ! It seems non intrusive and feels very versatile for handling multiple objects. Do you plan to have a limit of objects you can store in the inventory?
Since the last post, I've been focused on players inventory and how items work withing the game. This has been split between UX, UI and the interface interactions - getting it to work on keyboard and game pad. I'd like the player to be able to pick up objects, use them or drop them to manage their inventory's.
Above - Version 1 of the inventory stub out in grey box.
I've also been working along the lines that if the player needs to use a certain item (e.g. a passkey) the item will not be automatically used but instead the player will need to open their inventory and choose what object to use.
Above - Version 2 stream lining and laying out the UI.
A stretch goal will be that using a different item may have very different / unexpected results. From a game design point of view this will add complexity as the outcomes will need to be tracked and created - but lets see.
Above - Version 3 adds a focus vignette and other ui elements to help make connection between objects and current scenery.
Version 3 screen shot also shows how a mapping system will track the players progress, especially important in this game as you will be moving room by room.
That's all for now, thanks for reading :D