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Inventory System Idea

Started by February 28, 2001 12:49 PM
15 comments, last by Nazrix 23 years, 9 months ago
Something occured to me today about an inventory system idea. What if every item that you can carry had 3 numerical values that indicated the item's physical dimensions (height, length, & width)? Then each container (backpack, bag, sheath, etc) would have physical dimensions indicating how much it holds. Then it would be simple mathmatics finding out whether an item fits in the container, and how many items could fit. This would not even have to be shown graphically. There could just be a normal cell-based inventory or UO type inventory, but the dimensions would tell how many and what items can fit. For instance a long 6 ft sword wouldn't fit in a container that is only 3x3x3 ft but it will fit in a 6ft long sheath. Then in order to figure out how full the container is, you'd know the volume of the container and how much of the volume is taken up by objects. Of course, I am ignoring things hanging out, fitting diagonally, or open space between objects, but this could be an interesting start. Need help? Well, go FAQ yourself.
What a plight we who try to make a story-based game have...writers of conventional media have words, we have but binary numbers Edited by - Nazrix on February 28, 2001 2:19:17 PM
Need help? Well, go FAQ yourself. "Just don't look at the hole." -- Unspoken_Magi
I like the idea but didn''t resident evil do something like that? I know math had nothing to do with it in resident evil but like the shotgun would take like 2 blocks while the hand gun only took one what I am saying is since your using that type of system then y not just use the resident evil one.
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It sounds like this system would be especially effective with items like rope, jackets, and bags ful of rubber bands.

Seriously, as an extension to it, I would create a fourth value called volume. I realize you you can calulate it for rigid objects, but it wouldn''t work for soft objects. For example, a 165 foot rope of 11mm diameter would have a volume of perhaps 0.7 cubic feet. But rather than specify exact dimensions, specify minimum deformable dimensions. In the case of the rope, I would say 2" x 2" x 2". Now, that adds up to only 8 cubic inches, but our volume figure oeverrides that. The reason for specifying the 2" dimension is that would seem to be the smallest reasonable internal dimension required to fit it inside a conatainer. So the container would require a minimum 2" internal dimension on its smallest side, and a minimum 0.7 cubic feet of internal volume available.

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Well, I''ve never played Resident Evil, but it sounds kind of like Diablo''s inventory systemm maybe?

If so, this would differ because it would be 3 dimensions not just hieght & width. Furthermore, certain items may not fit in certain containers not because you don''t have enough "spaces", but just becuase the container is not long/wide/high enough as in my example of putting a sword in a short backpack.


Need help? Well, go FAQ yourself.
What a plight we who try to make a story-based game have...writers of conventional media have words, we have but binary numbers
Need help? Well, go FAQ yourself. "Just don't look at the hole." -- Unspoken_Magi
Bishop,
I see your point. A fourth value would work just fine. Good point


Need help? Well, go FAQ yourself.
What a plight we who try to make a story-based game have...writers of conventional media have words, we have but binary numbers
Need help? Well, go FAQ yourself. "Just don't look at the hole." -- Unspoken_Magi
What about mass?

When your poor knight goes around carrying a thimbleful of ejecta from a neutron star, it's gonna rip a hole in that bag-- not to mention the landscape-- now ain't it?

EDIT: Seriously, an anvil carried in a silk bag isn't exactly a good idea...

--------------------
Just waiting for the mothership...


Edited by - Wavinator on February 28, 2001 5:58:15 PM
--------------------Just waiting for the mothership...
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I guess it''s interesting to try to design a more realistic inventory system, but the reason we have diablo like inventory systems (and even more primitive inventory systems) is because it''s not really fun to have to figure out if this sword will fit in this bag... dag nabbit, I have to get a longer bag... maybe a sheath instead.


True: 3 dimensions is more realistic than 2 dimensions, but how do we make it fun to worry about inventory?


Instead of just asking this question, I''ll try to give some ideas also.


+What if equipment was selected before a mission in a FPS or ninja game similar Tenchu. The dynamic of only being able to carry certain combinations of tools and weapons would add a level of strategy to the game without annoying players because they only have to worry about the inventory once per mission.


-A more specific inventory system might benifit games like Masters of Orion and other space games in the Ship design stage. But I fear that games of this nature are already so complicated, being more picky would take away from the gaming experience.


+The more I think about it, in a RPG or Diablo like game, this kind of inventory would be acceptable if the different types of bags and packs and sheaths were all available and wearable at the same time... This system then would simply limit the number of swords one could carry, or staves, not annoy the player too much.


Just rambling...


-Jason


If it''s a detailed game like an RPG where you want things to be as realistic as possible, then using a 3 dimensional inventory is a good idea, the user doesn''t need to know how many cubic meters there are left in the bag, or what the best way to arrange the inventory is, they just let the computer do it for them. If the player wants to put the loaf of bread in the backpack then the computer will do all the calculations and just let the user know if it fitted in or not. For a more graphical and simple to use interface I think that the ''no. of boxes per item'' system works fine.
First of all, the one thing that bugged me most about Diablo's inventory was say you had a sword that was 5 high and 1 wide, but only had space for an object 1 high and 5 wide ... that drove me batty many a time.

I like the idea, but couldn't you just have a weight & a volume? The others become rather obselete once volume is included.

Now, you seem to be focusing on the backpack too much. What about things that hang off your belt, over your shoulder, in pockets in clothing, pack-animals, you have 8 fingers to wear rings on, a neck to hang amulets around.

Of course too much will slow you down, but how much of what you carry around with you goes in a backpack? Wallet, necklace/locket, ring, loose change, keys, watch ...

What about something like:

Head            Helmet, Crowns and HatsNeck            Amulets, NecklacesHands           Gloves still come in pairsRing Fingers    I'd only recommend twoShield          You put the Shield on an arm, Light-sourceFeet            Boots, Sandals etc.Armour          To generalise this covers torso and legsAbout           Cloaks, RobesLeft Hand       Weapons, Anything mentioned above..Right Hand      Weapons, Anything mentioned above..Back            1 Sack/Backpack or 1 Item (including weapons and armour)(Belt           3 Items (not weapons or armour) and a Quiver slotPouch           To carry money in, makes pickpocketing possible   



"NPCs will be inherited from the basic Entity class. They will be fully independent, and carry out their own lives oblivious to the world around them ... that is, until you set them on fire ..." -- Merrick

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Edited by - morfe on March 8, 2001 6:47:05 AM
"NPCs will be inherited from the basic Entity class. They will be fully independent, and carry out their own lives oblivious to the world around them ... that is, until you set them on fire ..." -- Merrick
that does sound good with the volume too it would be great to use in a game.

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