GUI: Inventory
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)
Sigil of Kings (aka Age of Transcendence)
Fantasy open-world roguelike/cRPG in 16-bit graphics
Status | In development |
Author | Byte Arcane |
Genre | Role Playing |
Tags | 16-bit, 2D, Atmospheric, Dungeon Crawler, Fantasy, Open World, Pixel Art, Retro, Roguelike, Turn-based |
Languages | English |
More posts
- Configuration I/O Plumbing Trifecta31 days ago
- Items and Enchantments Redux56 days ago
- Gamescom et cetera85 days ago
- GUI: Character SheetJul 05, 2024
- GUI: Equipment ScreenJul 05, 2024
- GUI: MiscJun 13, 2024
- GUI: Pause screenJun 06, 2024
- Level GUIMay 30, 2024
- Overworld GUIMay 23, 2024
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