Hi, all!
I have been designing a new project recently to work on while I study at University I am about to start designing the inventory system and how it will work. I have decided to go with a 5*5 inventory layout and was wondering about bag space. Bag space is something I have always grappled with, because it is incredibly stupid being able to carry around 4 bags, each filled with 500 kg of armour and weaponry.
However, I want to know what you guys think about bags in inventory systems? I also want to know whether it is a better idea to have the inventory as one flowing inventory, with each bag adding space into it; or to have slots representing each bag, and having each bag separate from the main inventory.
https://dl.dropboxusercontent.com/u/46035507/inventory_idea1.png
My other idea was to have the inventory like in Diablo, where each piece of equipment takes up a certain number of slots. This is more challenging and appeals to a smaller audience, which is one worry of creating an indie game; that you want to reach as wide an audience as possible. However, this is a far more realistic approach. Should I trade realism for ease of use?
Alternatively, I could go with an Elder Scrolls approach, by giving each item a weight value, and only allow the user to carry a certain weight amount, or debuff them if they hit that weight limit. I feel this is really too messy for a 2D RPG, but can work well in a 3D RPG. However, this gives an incentive to all players to increase their Strength (or similar) attribute; to increase carrying capacity.
So what do you think about bag space?