Not sure about the object orientated model, but it''d logically follow that each item should have it''s own class by the end. Inheritance can probably be done with similiar item classes, but in the end the player''s item array is going to have an indice (pointer, reference, magic number) that indicates the item thats in it''s slot. Unless the items are capable of decaying, or each item carries some code to keep track of it, it''d probably be easier just to have a structured array in memory that holds the static values for each respective items, like the potion that recovers 20 HP would have an array row that reads 001 020 "Potion" (the 001 being curative single-use single-target item). Theres really dozens of different ways to do this, you just need to analyze what would be expected of an item system.
Now, back to discussion about items. In the real world, people carry things either by picking it up with their hands and lugging it around, or by strapping it to their body. Smaller items are kept in a pouch, satchel, or bag, thats generally thrown over an arm, or both arms, or wrapped around the waste (those aren''t used much anymore). Theres also clothing pockets, but thats for like, coins, or wallets, or keys. Larger items, if strapped to the body, wrapped around the waste, or over the shoulder with the bag. Now, the bag generally has a weight capacity, then it breaks and the items spill out. When throwing the larger items over the shoulder, the strap used has it''s own weight capacity, and the shoulders have their own weight limit before they start to give (and the legs buckle, etc.)
What it all seems like to me is having two classes of item, shoulder items, and bagged items. Since the bag is a shoulder item as well, the weight of everything eventually lands on the player, which is where a weight-point system would be handy, much like an HP or MP or whatever. Give the character a weight limit that STRENGTH+VITALITY or something, and then just let a matrix fill up with the smaller items in the bag, and the larger items, restict the character to a fixed amount based on usual size of the items.
Thats in a system that imitates the real world. When you get down to specifics, its forcing the player into choices. Choosing which items he wants to carry and which items he can part with. Considering that, we now have to analyzed what we want the player to keep, and what we want him to have a problem with.
RPG Inventory systems
What about having different inventory modes? For example, the character can move in 3 different modes, they are: Travel, Neutral, and Combat. In Travel mode, the character would be traveling between cities and can hold however much he/she desires. In Neutral mode, the character would be in a city, simply walking around and maybe chatting with the NPCs, holding only what he/she would need to casually move through the town (money, flashlight, rope, notebook, etc.). Combat mode would mean that the player is ready for a fight, only holding what''s needed for combat (swords, guns, compact atomic bombs , etc.).
Critiques on this idea?
Critiques on this idea?
Not a bad idea with the inventory modes, though, is that many layers of abstraction neccessary? I''d think you could get away with two, what each character has, and then the master inventory, and then allow access to the master based on location. But then again the issue rises how to handle the master inventory as compared to the character inventory. For example, should we just give the characters 8 traditional slots and have the master inventory as a matrix (list*quantity), or would the master list just have 1024 slots (in the case of items that can decay, or have unique qualities, like a lottery ticket)?
william bubel
ITEM WEIGHT
B) Have some kind of encumbrance if the character carries more?
i like this idea. it is ridiculous to think that, say, a 100 lb. female archer could carry a 50 lb. suit of armor on her back without her performance suffering. this also supplements the injury system that i would like to implement (an injured leg causes a character to limp until it is healed).
ITEM SIZE
C) I have another idea!
instead of having a built-in inventory, characters rather have areas in which they can equip themselves with different items. some of these areas are purely functional (hands for weapons), and some are specifically meant to be inventories (back for quills, sword sheath, etc; leg for dagger sheath). each area can be equipped with certain items. as such a character has very limited inventory possibilities upon starting the game. however, there will be items that, instead of taking up place in this inherent inventory, can be equipped to other parts of the body and act as inventory themselves. ive already mentioned quills and sheaths, which can be purchased seperately and then can be used to store many different items. one type of sheath could hold any number of swords.
expanding on this a character could also purchase straps (for armor and larger weapons) and shoulder bags and backpacks for miscellaneous items and smaller/moderate weapons.
ITEM STORAGE
B) In each city, he should be able to stash stuff and return later to get it?
i like this idea. in the game i''m developing each character that the player creates starts off with a living space, usually a home or apartment (depending on their starting location) where they can go to rest, recuperate, generally prepare themselves for battle, and keep their items for long term storage. this way if you find a suit of armor that you would really like to use, but cannot at your current level, you do not have to carry it with you all the time. as the game progresses characters can buy and sell extra living spaces as needed. characters can then transfer items from the inventories that they carry with them to their long term storage inventories.
B) Have some kind of encumbrance if the character carries more?
i like this idea. it is ridiculous to think that, say, a 100 lb. female archer could carry a 50 lb. suit of armor on her back without her performance suffering. this also supplements the injury system that i would like to implement (an injured leg causes a character to limp until it is healed).
ITEM SIZE
C) I have another idea!
instead of having a built-in inventory, characters rather have areas in which they can equip themselves with different items. some of these areas are purely functional (hands for weapons), and some are specifically meant to be inventories (back for quills, sword sheath, etc; leg for dagger sheath). each area can be equipped with certain items. as such a character has very limited inventory possibilities upon starting the game. however, there will be items that, instead of taking up place in this inherent inventory, can be equipped to other parts of the body and act as inventory themselves. ive already mentioned quills and sheaths, which can be purchased seperately and then can be used to store many different items. one type of sheath could hold any number of swords.
expanding on this a character could also purchase straps (for armor and larger weapons) and shoulder bags and backpacks for miscellaneous items and smaller/moderate weapons.
ITEM STORAGE
B) In each city, he should be able to stash stuff and return later to get it?
i like this idea. in the game i''m developing each character that the player creates starts off with a living space, usually a home or apartment (depending on their starting location) where they can go to rest, recuperate, generally prepare themselves for battle, and keep their items for long term storage. this way if you find a suit of armor that you would really like to use, but cannot at your current level, you do not have to carry it with you all the time. as the game progresses characters can buy and sell extra living spaces as needed. characters can then transfer items from the inventories that they carry with them to their long term storage inventories.
ill find me a soapbox where i can shout it
I have seen one inventory system that I''ve completely fell in love with. The one in Ultima Online (Some other Ultimas too).
You have you backpack, where you can put all your stuff. The backpack is a square-shaped "window" where you can drag and drop items. It doesn''t have slots, just drop it anywhere you like, even on top of other things. You can even put other containers in it, to organize your stuff. This way you can have a really messed up bag, like in real life. If your broadsword or healing potion is on the bottom, and you have slapped all the animal skins from your latest hunting trip on top of it, you are going to have a hard time when attacked. But if you have bought a bag for your hunting loot, and keep your broadsword clearly visible on the edge of your backpack, you survive, and feel like an action Martha Stewart. (Remember that you can dye your bags, to color code them.)
http://uo.stratics.com/content/contests/backpackart/bardsown.gif
All the items have a weight too, and you character has a maximum. There is no fuss with different kinds of slots or pockets. The system works unbelievably well. Wouldn''t even be too hard to implement.
You have you backpack, where you can put all your stuff. The backpack is a square-shaped "window" where you can drag and drop items. It doesn''t have slots, just drop it anywhere you like, even on top of other things. You can even put other containers in it, to organize your stuff. This way you can have a really messed up bag, like in real life. If your broadsword or healing potion is on the bottom, and you have slapped all the animal skins from your latest hunting trip on top of it, you are going to have a hard time when attacked. But if you have bought a bag for your hunting loot, and keep your broadsword clearly visible on the edge of your backpack, you survive, and feel like an action Martha Stewart. (Remember that you can dye your bags, to color code them.)
http://uo.stratics.com/content/contests/backpackart/bardsown.gif
All the items have a weight too, and you character has a maximum. There is no fuss with different kinds of slots or pockets. The system works unbelievably well. Wouldn''t even be too hard to implement.
Not a very constructive post, and not an RPG, but the first couple of XCOM games used a matrix based inventory system where you couldn''t rotate items to fit...
Annoying!!!
Annoying!!!
I''m using a system where items have a ''volume'' rating and a weight. The volume rating has a encumberance value appropriate for it and just as that rock in your pocket won''t bother you a bit and the pillow you insist on carrying around will surely ruin your fighting ability, this will work out similarly.
Some of the stuff that I''m running into has to do with objects such as pillows and blankets, where they can have more than one rating, a normal rating and a stowed rating. Anyone who has packed a backpack knows what I''m talking about, you can make a pillow fit in a purse if you''re determined enough. Then it''s encumberance rating is it''s weight (or the item that it''s being carried in''s encumberance).
We have another system for bags and containers.
Some of the stuff that I''m running into has to do with objects such as pillows and blankets, where they can have more than one rating, a normal rating and a stowed rating. Anyone who has packed a backpack knows what I''m talking about, you can make a pillow fit in a purse if you''re determined enough. Then it''s encumberance rating is it''s weight (or the item that it''s being carried in''s encumberance).
We have another system for bags and containers.
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