Ruck Sacks
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
Get Nascent Prophecy
Nascent Prophecy
An isometric space adventure.
Status | On hold |
Author | electrolyte |
Genre | Adventure, Puzzle |
Tags | Atmospheric, Episodic, Isometric, Sci-fi, Singleplayer, Space, Third Person |
More posts
- Combat, Dialogue and Chapter updateMay 16, 2021
- Patch Update 0.2.1 - AI FacesMar 02, 2021
- Patch Update 0.2.0 - InventoryJan 15, 2021
- Patch ProgressJan 10, 2021
- Chapter 1 - Available to downloadDec 18, 2020
- Refactoring and MudOct 03, 2020
- 30 Second TeaserAug 27, 2020
- Locations and progressJul 25, 2020
- Chasing performanceJun 28, 2020
- Combat updatesJun 10, 2020
Comments
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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?
Thanks, yes having a hard limit / low limit will add to inventory management. Something I'm keen to explore. I'm playing with 5 items at the moment.