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Friday, May 11, 2018

A New Inventory

The save/load feature has exacerbated the inventory management problem. The item drop rate is kinda high, and players generally tends to hoard items. I feel like the inventory UI (one of the earliest feature implemented) is becoming more and more inadequate.

Meet the new icon-based UI: (The icons themselves are still more or less placeholders at this point.)


Here is what an inventory might look like after some use. Note it is possible to leave holes and create your own "island" of items for convenience. It is still pretty messy and hard to find stuff right?

That's where the filters comes in. It darkens/dims non-criteria items rather than creating a sub-list of items that met the criteria (ill explain the rationale at the end).


Better, but we can do better with sorting:


SortA does an alphabetical sort. It's meant to be used in conjunction with the filters:


SortB does a sort by type, then alphabetically:



The motivation behind the dim/highlight approach instead of sub-list approach for filters is because the sub-list approach leads into some non-intuitive and ill-defined behaviors. Let me explain via example:

Suppose if you have an inventory of 10 items. You apply a filter of some sort that leaves you with a window of 4 items. You swap the position of item 1 with item 4 in the filtered view. What should the unfiltered list of items look like? Or even worse, what if you drag item 1 to an empty slot in the filtered view, say slot #7. What should happen once filter is switched off (or changed to a different filter)? Keep in mind that slot#7 in the "real" list is occupied but is empty on the filtered view. It's not very obvious, is it? There are several possible arrangements depending on my implementation.

I believe this un-intuitiveness of filters is the culprit behind many "item disappeared" reports.

The other thing I am doing along with the new inventory UI is an upgrade of the internal inventory system. The original inventory system had some design deficiencies, for example, not able to properly support "holes" in the inventory, among other things. I was able to workaround the problems, but it is getting increasingly cumbersome to support new features. So a refactor is in order. Anyhow, it is almost done, I am only mentioning it in case bugs related to items and inventory pop up in the next build.



3 comments:

  1. Finally grinding is going to be smooth

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  2. I'm sorry to say, but honestly this function of adding filters for me to get enlightened an object surely or use it, or I like, ami me interested in other topics such as the theme of pornography, or camera, scenarios, enemies, orgasms in enemies while You are raped, as well as many other things, do not focus too much on the subject of collection of objects because most likely anger to the pornography and will give you the same, besides after all we choose which objects we take. If not, that the issue of inventory with too many items to collect is not so bad, there are console games that carry it worse, like for example Nioh, in Nioh I remember that you just grabbed the floor more than 50 objects in five minutes, the enemies gave you many Objects and when you took it, your character would take everything without giving you to choose to catch, for the issue of inventory do not suffer.

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  3. I think I understand what sir above me is saying ,but he needs to get is that this is also game with rpg aspect now if yo want to get your character raped on purpose thats cool buuuut me imo would continue to play mainly because I'm a gamer head an content is sometimes more interesting than getting off lol

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