@ Patriklundell: I was suggesting more pixel real estate for the sprites, not the sprites themselves. Some things would be clipped out and look silly if there isn’t enough room to show the full sprite. Sorry I wasn’t clear.
Doubling the scale wouldn’t impact the visual negatively as long as the ratio is consistent. Vordak’s above mockup is an example of that. There would be no additional work for the artists on that front, especially if it’s just scaling the sprites up. New icons for each category would be a nice touch though, and most certainly worth it.
@Vordak: That’s why I said pool. It wouldn’t be just one column, but however many can fit within the pixel real estate. As you say, just shrink the oversized text box rows to allow space for those columns. Your solution still maintains only one column which I don’t believe is ideal. I really like the scaled up selected item in your mockup, nice idea.
In the screenshot those rows contain 728 pixels and the column portion is 36. Using 64 pixels per icon would be 10 columns, or 20 if it’s kept at 36 pixels. I don’t have time right now to do a mockup, so for an example just imagine each side having 10 columns per category and however many rows. This would be displayed under each header which by default should be shrunk.
As far as other options to address these changes; the text headers could still remain as is, or become an icon themselves. A number overlay could be used to indicate quantity within the icon or a separate box designated elsewhere, or a tool tip could be used to indicate these things. My suggestion would be to have independent icons for each object regardless of duplication. This would be for ease of visual understanding as text is going to be avoided by most steam users by default.
There are a slew of options that could be discussed with how to handle all of that though.
The main issue I am seeing with the screenshot is the lack of information being presented to the player. What is the difference between x leather item and y leather items? What do I actually need to survive? Not to sound negative, but this isn’t really an improvement from what is currently in the game in that regard and that is an issue imo.
A tool tip would alleviate some of this problem and act as a pseudo tutorial as I suggested before in the other thread. Just adding a brief bit of information on the category headers alone would help a lot. This information could be displayed in the center along with the selected sprite like in Vordaks mockup for example. Lots of options to address this concern.