I've often considered emulating some of how Windows Explorer works for an inventory UI design. Especially with the use of copy/paste clipboard types of things, custom folders, etc.
Then i remember how cool yet clunky that was in Star Wars Galaxies.
I think one of the key things to a solidly done inventory system though, regardless of which approach you take, is to actually utilize fucking FILTERS.
Elder Scrolls Online UI mods highlight how useful and necessary this is (IE, advanced filters). Same goes for some STALKER mods when using a grid-based system.
And another example of a filter system would be 7 Days to Die. I can't remember if it applied to the inventory UI, but being able to just hit the craft button and type out a few letters from the name of what you intend to craft and then finally finalizing the crafting process made things so incredibly clean, fast, and easy.
One other thing I will mention is that grid systems can be nice when the variety of items and gear isn't too insane, and/or when the number of items you can carry on your person is somewhat limited.
type out a few letters from the name of what you intend to craft and then finally finalizing the crafting process made things so incredibly clean, fast, and easy
One of those things that comes perfectly natural to PC players yet is never even considered by console players.
I think the way older shooters and such handled keycards is a bit close to what you describe, just sort of occurred to me.
Granted, those games usually didn't even have full-bore inventory systems, but under the hood it probably worked pretty much the same way as you've been describing.
Hah, that's a good point. There are times where I totally forget how console players have to handle things because I've been so used to being a dedicated PC gamer for so long.
Though admittedly, I did briefly consider how differently inventory and items tend to be handled in VR, which is still pretty weird to me.
I've often considered emulating some of how Windows Explorer works for an inventory UI design. Especially with the use of copy/paste clipboard types of things, custom folders, etc.
Then i remember how cool yet clunky that was in Star Wars Galaxies.
I think one of the key things to a solidly done inventory system though, regardless of which approach you take, is to actually utilize fucking FILTERS.
Elder Scrolls Online UI mods highlight how useful and necessary this is (IE, advanced filters). Same goes for some STALKER mods when using a grid-based system.
And another example of a filter system would be 7 Days to Die. I can't remember if it applied to the inventory UI, but being able to just hit the craft button and type out a few letters from the name of what you intend to craft and then finally finalizing the crafting process made things so incredibly clean, fast, and easy.
One other thing I will mention is that grid systems can be nice when the variety of items and gear isn't too insane, and/or when the number of items you can carry on your person is somewhat limited.
One of those things that comes perfectly natural to PC players yet is never even considered by console players.
I think the way older shooters and such handled keycards is a bit close to what you describe, just sort of occurred to me.
Granted, those games usually didn't even have full-bore inventory systems, but under the hood it probably worked pretty much the same way as you've been describing.
Hah, that's a good point. There are times where I totally forget how console players have to handle things because I've been so used to being a dedicated PC gamer for so long.
Though admittedly, I did briefly consider how differently inventory and items tend to be handled in VR, which is still pretty weird to me.