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Author Topic: Adventure mode inventory UI  (Read 1398 times)

Two

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Adventure mode inventory UI
« on: September 20, 2014, 11:32:13 am »

I've been playing a lot of Adventure more in Dwarf Fortress, but one thing I was never able to figure out: How many gloves of what type and material can you equip in combination with others? At first I thought it was one for each slot, but then you can wear certain items twice or even three times, unless one of them is of a material of a certain type...

It would be great if inventory management would be overhauled for adventure mode. Just some armor doll - even an Ascii one - would be great.

If you're not ready yet to go full drag & drop mouse UI, then changing the "wear" window would be sufficient. Instead of showing me what I can wear, display a list of equip-slots followed by what currently is equipped in that slot, and when I select a slot (i.E. "a - head") a list of items that I can wear in that slot will follow (including a "nothing" option). This way I would at least understand what my adventurer is wearing where and how I change that.
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red_kangaroo

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Re: Adventure mode inventory UI
« Reply #1 on: September 21, 2014, 02:55:50 am »

See this.

You can basically wear several pieces of all garments, as long as you put them on in more or less logical order. Think wearing two sweaters and a jacket when it's cold outsides. :D
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Two

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Re: Adventure mode inventory UI
« Reply #2 on: September 21, 2014, 05:06:41 am »

So I just need to read through 6 pages of text and check equipment against a lengthy table and the current complete set of equipment I am wearing. Well thats easy... not.

I think some more intuitive approach here would do the game good.
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Scoops Novel

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Re: Adventure mode inventory UI
« Reply #3 on: December 31, 2014, 10:47:45 am »

So I just need to read through 6 pages of text and check equipment against a lengthy table and the current complete set of equipment I am wearing. Well thats easy... not.

I think some more intuitive approach here would do the game good.

Inventory management being my top enthusiasm killer in roguelikes, i have a few ideas.

Much as weapons don't display mountains of stats, items shouldn't display grams of weight, given that scales usually aren't on hand. I'd prefer "light", "wispy", "back-breaking" and so on. Rather then saying "not enough space", instead have my character ram his chest plate into a sackful of potions and simulate the logical consequences, and the same goes for knives hidden in your socks, trying to rummage for an item in the middle of combat, etc.

To be honest, i would prefer for the kit and the bag to have some degree of visualization. It's easier to parse then page after page of stuff.
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vjmdhzgr

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Re: Adventure mode inventory UI
« Reply #4 on: December 31, 2014, 12:37:59 pm »

So I just need to read through 6 pages of text and check equipment against a lengthy table and the current complete set of equipment I am wearing. Well thats easy... not.

I think some more intuitive approach here would do the game good.
Here's all that really matters: you can only wear one piece of vanilla metal armor of each type with the exception of chainmail shirts which you can wear I think 5 of total, or 3 if you're wearing a breastplate. The amount of clothing you can wear really doesn't matter except that caps and shoes stop you from wearing the metal armor for those slots.
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