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Inventory: Space and Weight


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#41 Spyder   Members   -  Reputation: 122

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Posted 27 August 2000 - 09:06 PM

Paul, I''ve added some thought to this. Cluttering up the gamescreen with items sounds abit irritating, being able to put them left/right/top/down etc, i take it you dont have any other interface or buttons? Will they get in the way?



I like dropdown menus especially in web forms, but the idea of having them in a game, makes alot of a "program" technical feel. If you are making a Sci-Fi or technical type of game then perhaps this will work, otherwise this type of interface denotes the wrong things.




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#42 dwarfsoft   Moderators   -  Reputation: 1225

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Posted 28 August 2000 - 12:11 AM

Unless you have scrolling parchment, unrolling and giving you the menu in fancy writing... Then you are right back in the game

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-Chris Bennett of Dwarfsoft
"The Philosophers' Stone of Programming Alchemy"
IOL (The list formerly known as NPCAI) - A GDNet production
Our Doc - The future of RPGs
Thanks to all the goblins over in our little Game Design Corner niche
          


#43 Paul Cunningham   Members   -  Reputation: 122

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Posted 28 August 2000 - 05:28 PM

I''m curious, as i''m not a programmer i don''t know - if you used the drop down menus for inventory handling of items could you use predone programs/libraries from windows to help with this? Making the game a bit faster to program.

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#44 MadKeithV   Moderators   -  Reputation: 971

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Posted 28 August 2000 - 08:16 PM

You certainly could use good old windows user interface components - they work fine. You would be stuck with the look and feel of those interface components though, and this could be a problem for the look of your game. You can also add owner-drawn controls, which are more complex, but you are only responsible for drawing them, not for their operation, so it still saves a bit of time.

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#45 Sunriath   Members   -  Reputation: 122

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Posted 28 August 2000 - 08:23 PM

Here''s a system that I don''t think anyone has implemented yet, that might be interesting:

When you open your backpack it is empty, however, one by one the computer picks a random object that you own and the object slowly falls from the top of the screen into your backpack. The player can rotate the object or move it back and forth horizontally, but when it lands it stays there permenantly. When the objects in the backpack reach the top all the remaining objects are discarded. The higher the level of the player the faster the objects fall from the top of the screen. There is a catch, however: if a player completely fills a horizontal row, the whole row disappears, possibly leaving only parts of objects or even completely removing objects. (The player better be careful that the bottom half of the potion of death doesn''t disappear of they are in for trouble.) Once an object has disappeared, it is unrecoverable (unless you make it a quest) because these objects have disappeared into that mysterious zone into which your socks wander while in the dryer.

Well, maybe not, but at least it would make inventory management more fun! Players might even play your game to manage their inventory.

Sunriath
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#46 dwarfsoft   Moderators   -  Reputation: 1225

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Posted 28 August 2000 - 08:56 PM

That reminds me of tetris... Or 3D tetris for that matter

Sounds fun, but a bit dodgy, I don''t think most players would enjoy having to play a game to save their ar$e from the other game

I like the bottomloss bag idea though. Anyone for an orange? Reminds me of Nakor from Raymond E. Feists books. He is one of the most powerful magicians, and all he really does in most of the books is pulls oranges out of his bag . It''s the stuff I tell you!

The catch to the bottomless bag? You have to restock an area somewhere on the map. It is just a small rift/portal to another location that allows the user to pick up things there... Quite intriguing I believe

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-Chris Bennett of Dwarfsoft
"The Philosophers' Stone of Programming Alchemy"
IOL (The list formerly known as NPCAI) - A GDNet production
Our Doc - The future of RPGs
Thanks to all the goblins over in our little Game Design Corner niche
          


#47 Paul Cunningham   Members   -  Reputation: 122

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Posted 28 August 2000 - 09:04 PM

The halflife system was pretty much the same as windows drop down menu''s. I thought that was really good and it only just occured to me now.

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#48 Spyder   Members   -  Reputation: 122

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Posted 28 August 2000 - 09:17 PM

quote:
The halflife system was pretty much the same as windows drop down menu''s. I thought that was really good
and it only just occured to me now.


Thats true, but halflife had a limited amount of items to store. It worked well with the hotkeys.




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