Give the the hermine cloak an inventory expansion

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Give the the hermine cloak an inventory expansion

Postby Fierce_Deity » Thu Oct 19, 2017 2:46 am

loftar wrote:I agree that is what should be done. The problem is that inventory space, currently, can only be added in whole rows and columns, so there's no way to add little enough that would be fitting for singular gildings. I'd like to make that viable, but I'm just not entirely sure how to formulate the inventory rules in such a way that it makes it reasonable to add singular slots.


I think that if something adds space not sufficient for a row or column then you should just add an entire row/column, but have the spaces not unlocked blacked out or have an X through them. That way we keep our rectangular shapes but get more modular inventories. Its that or make every gilding have its own separate inventory, pls don't do that.
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Re: Give the the hermine cloak an inventory expansion

Postby KaiMolan » Thu Oct 19, 2017 2:50 am

loftar wrote:
SacreDoom wrote:Honestly, they should just remove the extra inventory from the merchant's robe and add tiered "pocket" gildings instead. Would make it easier to not always end up with merch robes every world.

I agree that is what should be done. The problem is that inventory space, currently, can only be added in whole rows and columns, so there's no way to add little enough that would be fitting for singular gildings. I'd like to make that viable, but I'm just not entirely sure how to formulate the inventory rules in such a way that it makes it reasonable to add singular slots.

Could you possibly set it up that it adds "inactive" columns and rows? So that way when a new "pocket" gilding is added, where it would exceed the current rows/columns, it adds a bunch of blank spaces that can't be used, and one empty space that can be.

Basically 5 x 5 area of inventory would become a 5 x 6(-5).
Looking something like this:
o o o o o o
o o o o o x
o o o o o x
o o o o o x
o o o o o x


Admittedly I have no idea what the real limitation is here. Because if it's a visual and function marriage problem, meaning you tied your functionality(how many inventory spaces) into your looks(the need to add a new row/column visual) a possible solution would be separate them out. Possibly make each cell it's own object, and make the inventory window scalable and the rows/columns rearrange themselves based on the dimensions of the window.

Each cell would need a set of constants, that define it's predetermined size, and a vector2 variable to determine its location inside the window Then the window itself would need a set of floats to keep track of the window's dimensions, as for determining the columns and rows needed:
var columns = (int)(window.width/cell.width);
var rows = (int)(window.height/cell.height);
as for displaying the cells.
Code: Select all
var cellCount = 0;

for(var r = 0; r < rows; r++)
{
    for(var c = 0; c < columns; c++)
    {
        if(cellCount < cells.length())
            //place cell
            cellCount++;
        else
            continue;
    }
}

edit: Thank you mod, I didn't know I could do this.

Bonus points on making the cells their own objects, is that you could also set them to only take in certain objects, color code them, and give more variability with type of inventory used.

Admittedly, this probs isn't all that helpful. Considering I have no idea how the code even looks, or what this could break, or the daunting refactor that may need to take place lol. God, I hate it when I need to refactor my code... always happier after I do though lol
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Re: Give the the hermine cloak an inventory expansion

Postby jacksonblu » Fri Oct 20, 2017 5:53 pm

loftar wrote:
SacreDoom wrote:Honestly, they should just remove the extra inventory from the merchant's robe and add tiered "pocket" gildings instead. Would make it easier to not always end up with merch robes every world.

I agree that is what should be done. The problem is that inventory space, currently, can only be added in whole rows and columns, so there's no way to add little enough that would be fitting for singular gildings. I'd like to make that viable, but I'm just not entirely sure how to formulate the inventory rules in such a way that it makes it reasonable to add singular slots.


Perhaps gildable inventory slots could function as a separate container, sort of like a pack rack for yourself. Or, if gildable inventory slots aren't an option, maybe instead the gildable pockets could act as belts. Having the option between more slots or tools vs more stats sounds like an interesting trade off.
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Re: Give the the hermine cloak an inventory expansion

Postby SacreDoom » Fri Oct 20, 2017 6:47 pm

Having several inventory interfaces is a pain to manage; just look at Salem's abysmal pockets.
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Re: Give the the hermine cloak an inventory expansion

Postby Reyajh » Fri Oct 20, 2017 8:11 pm

Not a huge fan of the tic-tac-toe method but if it works best, so be it.
Agree with the OPs' argument in that some added benefit to the 'Santa Robes' is necessary. +1.
Extra inventory space is always a plus, arguably, but as in rl management becomes increasingly of issue.
Not sure how Salem did it, but I've seen other games have inventory space(s) be they squares/rectangles/whatever, often outlined with the shape of the container, i.e. Merchant Robes container looks like Merchant Robes, etc...

Helps with management but brings me to an other, related topic... Would be nice to see inventory spaces be resizable and remember their set sizes (At least per each login) as well as their positions and linked perhaps in a way that, when pressing tab, they would all open at the same time, at the size and places previously set.
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