GUI: Inventory


Inventory GUI WIP
Inventory GUI - better

Just back from holidays, but that doesn't mean that there are no updates! This time, on the GUI menu is ...

Inventory UI

I'll keep repeating it: my aim is to be able to use controller, keyboard, or keyboard/mouse, so design of all GUI elements is affected accordingly: pretty much lots of horizontal or vertical lists, which is conveniently simple.

Also, hot take: I hate inventory grids, when they're dense. I was ok with Diablo 1/2 even playing inventory tetris, but games like Divinity Original Sin, nope. I actually abandoned that game because of the inventory. If your game supports 1000 items in the inventory, you better have fantastic filtering and categorisation options.

I quite liked Skyrim's UI, which was a departure from those hard-to-read dense grids. So, I tried to replicate something similar. Features:

  • Single vertical list of items, each row containing the icon, name and some useful values
  • Filter by text (ok, this will be hard with gamepad, but filtering is indispensable)
  • Sorting by any of the columns: name, type, weight, value, etc (WIP)
  • Tab categories: equipment, potions, etc (done, but categories themselves are WIP)
  • Context menu after you select an item, showing what you can do with it: equip, unequip, use, etc (WIP!)

Get Sigil of Kings (aka Age of Transcendence)

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