Inventory: Space and Weight

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46 comments, last by Paul Cunningham 23 years, 7 months ago
I won''t hold my breath for this, but it''d be great to see a more detailed carry concept. If you''ve got a bow, you could hang it over your shoulder. If you''ve tie a rope to a staff, you could hang that over the other shoulder. ''Course, this''d make you a lot less manueverable in combat...

Even with volumetric inventory, are we every going to see movement rate and dexterity reduced relative to inventory?

I think inventory wouldn''t be such a problem if these kinds of games were less fight & shop... but that''s a different subject...

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Just waiting for the mothership...
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I guess that''s what I''m getting at, Wavinator. I''m not sure it''d be worth the development time (Paul C.-gimmick, or anchor?), but w/ a good physics engine, it could be workable. The main thing I''m going for here is some way to make it enjoyable for the player, and its so BAD ASS when you see the knife throwing specialist open his jacket and whip out an array of deadly-looking knives. *ahem* The main thing is that it opens up one more element of strategy. I''m thinking about when in games, you''re imprisoned, and inevitably, your jailors take your pack. What if you''d planned ahead, and you''ve got some poisoned hatpins hidden in your dredlocks, a dirk strapped to your chest, or you''d thought to swallow those throwing stars moments before capture(*ouch*). . .umm ok, scratch the throwing stars. . .but still. Can you see it? BAD ASS, I tell you, BAD. ASS.
If you see the Buddha on the road, Kill Him. -apocryphal
quote:Original post by Paul Cunningham

As i''ve worked out so far Weight will take away any hardship in managing one''s inventory becuase it handles everything so generically. While using Space could add some fun. What i wanted to know is how much fun people find in managing there inventory. Do you think that inventories add much to a game? Do you find it fun managing you inventory?



I find it fun up to a certain limit. It can be fun to prioritize among the equipment to cary into a dungeon. Chosing the right type of armor and weapons and such. But it easily becomes a pain when the game suddently forces you to abandon all your careful planning because you have to carry around several different "critical items" (stuff needed for in game puzzles at some unknown point in the future). It may be helped if the player was allowed to have a house of his own (or rent a room at the local tavern). Then there would be some place to store things until they would become usefull.


About Space vs. Weight: I think Fallout 1 made a pretty good hybrid of these two systems. The space was represented as traditional squares (diablo 1 style) but stronger character could carry heavyer objects and thus had more squares available. I liked it because it was so simple.

The only real problem with including (or relying entirely upon) weight for inventory management is that it gives yet another reason to play as a strong character. Apart of the advantage the strong character has in close combat he will also have a easier time solving the in game puzzles and quests because he can much easier find room to carry with him all these "critcal items" needed in by quests.


Regards

nicbä
I like the final fantasy style: you can just hold a lot of stuff. There is a limit but it is quite high. Adding inventory management usually doesn''t add anything to a game. In the case of Diablo style it adds a puzzle element but if that''s what you''re looking for just add a minigame like tetris. Most people don''t play RPGs to become warehouse managers.
What about just making your own inventory credits. These could simply be a hybrid of space and weight? I liked the belt idea in diablo but i think that you should have been able to put weapons there instead. I was always jumping into the inventory and refilling my belt which after hours of play became VERY annoying an boring.

So maybe have a belt for items that you use more ofter and don't need to be replaced.

quote: By nicba
The only real problem with including (or relying entirely upon) weight for inventory management is that it gives yet another reason to play as a strong character. Apart of the advantage the strong character has in close combat he will also have a easier time solving the in game puzzles and quests because he can much easier find room to carry with him all these "critcal items" needed in by quests.



This issue can be balanced becasue those who are stronger usually need to carry heavier/larger items anyhow. You can always make it that stronger people are just slower so they need big heavy items to make use of their strength thus hogging up space in their inventory.

I love Game Design and it loves me back.

Our Goal is "Fun"!

Edited by - Paul Cunningham on August 24, 2000 1:51:31 AM
Here''s an idea for storing weapons that I just thought of:
There would be 3 classes of weapons. Primary, Secondary, and Auxillary. Depending on the stats of a character, they could store different amounts of each type of weapon. Your primary weapons would of course be your main weapons, a big sword for a warrior, a long bow for an archer, etc. Your secondary weapons would be the weapons you''d use when it became impractical for some reason to use a primary weapon, such as a short sword for a warrior, a small bow for an archer, etc. The auxillary weapons would be things any class might use that is small, like daggers, slings, etc.

I think that system would work well in a game...
quote:Original post by nicba

The only real problem with including (or relying entirely upon) weight for inventory management is that it gives yet another reason to play as a strong character. Apart of the advantage the strong character has in close combat he will also have a easier time solving the in game puzzles and quests because he can much easier find room to carry with him all these "critcal items" needed in by quests.



System Shock is a perfect example of this. You get more inventory squares the stronger you are. Since there''s a lot of crap to haul around in that game (broken shotguns, unresearched alien giblets, computer parts) the player who maxes out strength early has something of an advantage.


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Just waiting for the mothership...
--------------------Just waiting for the mothership...
quote: Original post by Anonymous Poster.

its so BAD ASS when you see the knife throwing specialist open his jacket and whip out an array of deadly-looking knives.


I'm thinking of the scene in Desperado, where the assassin starts wailin' on Antonio Banderas with knife after knife after knife. I mean, that guys was practically COVERED with knives. Cool idea...

quote:
*ahem* The main thing is that it opens up one more element of strategy. I'm thinking about when in games, you're imprisoned, and inevitably, your jailors take your pack. What if you'd planned ahead, and you've got some poisoned hatpins hidden in your dredlocks, a dirk strapped to your chest, or you'd thought to swallow those throwing stars moments before capture(*ouch*). . .umm ok, scratch the throwing stars. . .but still. Can you see it? BAD ASS, I tell you, BAD. ASS.


Watchout, now! You'll be making those guards perform full body cavity searches on your poor amazon character, and she won't like that... (uh, or maybe she will, but that gets into a whole different level of player character emotion AI...)


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Just waiting for the mothership...

Edited by - wavinator on August 24, 2000 2:35:38 AM
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RE: Paul


In discworld the items animated, like a box of matches would open etc. It sounds kinda corny but I enjoyed this feature.
quote:Original post by SeanHowe

Here''s an idea for storing weapons that I just thought of:
There would be 3 classes of weapons. Primary, Secondary, and Auxillary. Depending on the stats of a character, they could store different amounts of each type of weapon. Your primary weapons would of course be your main weapons, a big sword for a warrior, a long bow for an archer, etc. Your secondary weapons would be the weapons you''d use when it became impractical for some reason to use a primary weapon, such as a short sword for a warrior, a small bow for an archer, etc. The auxillary weapons would be things any class might use that is small, like daggers, slings, etc.

I think that system would work well in a game...


So you just switch between these weapons by doing something like clicking on "+" or "-"?



I love Game Design and it loves me back.

Our Goal is "Fun"!

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