Open Containers in Storage

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

Re: Open Containers in Storage

Postby Jackard » Sat May 01, 2010 3:22 am

Caliku wrote:
Jackard wrote:
theTrav wrote:Weight based inventory / lifting capacity solves problem with cabinets in boats.

Vehicles have their own inventories, equipping containers makes them larger?

With the wagons this would make the inventory screen too large to deal with.

scrollbars

you see, weight-based inventories use lists instead of grids. so they arent limited to a certain number of items
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Re: Open Containers in Storage

Postby ImpalerWrG » Sat May 01, 2010 1:18 pm

I'd like to point to my grid system recommendations for wagons and boats.

viewtopic.php?f=5&t=5824&hilit=grid+inventory&start=10

Grids are visual and tactile and will always be much friendlier and easier to use then scroll lists, adding weight/encumbrance effects to a grid system is much preferable to combining independent weight and volume effects in a scroll list.
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Re: Open Containers in Storage

Postby Jackard » Sat May 01, 2010 5:09 pm

ImpalerWrG wrote:Grids are visual and tactile and will always be much friendlier and easier to use then scroll lists, adding weight/encumbrance effects to a grid system is much preferable to combining independent weight and volume effects in a scroll list.

In another game perhaps - one with autosorting, autostacking, and no volume. You see, modern games do not include volume for inventories - your puzzle grid is outdated, a relic that was discarded for being tiresome and worthless.

http://en.wikipedia.org/wiki/Klotski
http://gangles.ca/2009/02/01/inventory-tetris/
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Re: Open Containers in Storage

Postby Granger » Sun May 02, 2010 2:41 am

Jackard wrote:you see, weight-based inventories use lists instead of grids. so they arent limited to a certain number of items

And get rid of merchants robe and backpack?
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Re: Open Containers in Storage

Postby Jackard » Sun May 02, 2010 2:46 am

no, you simply convert them so they increase the maximum weight

its actually easier for devs to add new equipment that increases inventory in this way, like say giving the leather coat a few pockets, instead of needing an entire row or column for each bag.

and then on top of that, you can also have the weight bonus affected by bag quality. so well-made bags are capable of securely holding more items
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Re: Open Containers in Storage

Postby ThirdEmperor » Mon May 03, 2010 2:11 am

I would complain about the tedious and overcomplicated weight balancung such a system would require, except that I'm a diehard fallout/oblivion fan, so I can't really talk.
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Re: Open Containers in Storage

Postby Jackard » Mon May 03, 2010 2:20 am

ThirdEmperor wrote:I would complain about the tedious and overcomplicated weight balancung such a system would require, except that I'm a diehard fallout/oblivion fan, so I can't really talk.

No, go on. I'd like to see you explain how autoarranging weightbased items in a list would be more tedious than fiddling with the tetris inventory.
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”
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Re: Open Containers in Storage

Postby ThirdEmperor » Mon May 03, 2010 2:32 am

I'v spent hours calculating the value divided by weight of every item in my inventory to see which I should drop. Shouldn't be a problem in this game though. As I said I can't really argue.
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