Hello there! This week I thought I'd take some time to write about the player inventory functionality in the game and what types of items the player can expect to interact with. Before starting, it should also be mentioned that the current inventory menu in the game is just a placeholder until Unity releases the next version of it's GUI (which should be sometime this year, hopefully). With that said, let's take a look!
Inventory Menu Layout
Below is a screenshot of the current inventory menu:
A few things to point out:
One of the design goals is to make just about every object matter. It's a difficult task, but one that we hope pays off. In many first person games the player can sometimes fly through each level without really taking in the subtleties of the environment (although it's usually with a purpose to get to an objective). In Hevn, we're hoping to give every object a purpose, if the player decides to take a closer look. Some of these objects can be placed in the player's inventory and used later on. Some of these objects can be interacted with as well, or even combined with other objects. Also all inventory slots are open, however a few objects affect the player if equipped:
Some items will be able to be enhanced. Here's a few that are planned:
In addition to the above interactions, player's will be able to remove, activate, and "grab" items. An example of activating an item is when the player places a first aid kit in the inventory and decides to use it. Grabbing an item essentially takes it out of the player's inventory and places it in the player's hands.
A few other pointers on the menus in general:
Well, that's about it for now. Thanks again for reading!
More game design details at IndieDB