Grid Inventory: Difference between revisions
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An alternative to the [[Hyperspace Arsenal]]. Instead of having an infinite amount of generic space to store things, you have a grid to store them in. The size and shape of objects varies; a key may fit into a single grid section, while a box of ammunition takes up a larger square of sections, and a rifle needs a long rectangle. Usually an object must always take up at least one section, no matter how small the object, so one's inventory can quickly become filled up with small things like keys and scrolls.
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** There's also something of a cheat: in order to assign an object to a hotkey, you need to place it in one of the ten slots at the bottom of the screen, thus removing it from the grid. These slots ignore the dimensions of the item, and you can assign any item to them, which means that you can save a lot of space by assigning armor and weapons to them.
* The ''[[Neverwinter Nights]]'' and ''[[Neverwinter Nights 2]]'' series have both a grid system ''and'' a weight system, although in ''NWN 2'' you almost never run out of grid space. They don't have a size limit, though, so, as long as you can carry items to the weight of ten full-plate suits of armour, you can carry ten full-plate suits of armour, even though any one of these is almost as big as you. And ''NWN 2'' does have a defragmenting button (?Arrange Inventory?). Ha!
** The key difference between both games is that ''[[Neverwinter Nights]]'' takes different sizes into account: An armor set requires much more space then a potion although you are still given enough grid space to carry around several sets of full plate armor. In ''[[Neverwinter Nights 2]]'', every single item takes up exactly on space on the grid and containers such as bags can hold an absurd amount of items, rendering the
* The ''[[X-COM]]'' games made heavy use of this, even giving the characters separate grids for each body location (and separate Time Unit costs to move things from place to place).
** Most slots were never used. A gun in hand, ammo and grenades on the belt, and ''maybe'' an additional gun and ammo in the backpack. That still left shoulder and leg spots available, but, considering the fact that there was nothing useful to put there, ''and'' the fact that the weight of equipment is an important factor in how far your soldiers can move, they were almost always left blank.
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* Many games fail to account for different sized objects properly. In ''[[Diablo]]'', six sheets of paper take up as much space as a breastplate. ''[[Baldur's Gate]]'' is even worse, since all items take up the same amount of space, a character with maximum strength could carry sixteen suits of full plate, but they still couldn't hold more than sixteen pearls (unless you get a jewel bag, ''good luck finding one''.)
** Most mods, particularly mods developed by one of the ''game designers'' fix this by allowing identical items to be stacked. Additional mods (of even the same ones) can allow items to be stacked infinitely, making the game ''much'' less annoying for inventory management.
* The game ''[[Darkstone]]'' is annoying in this, as you have a comparatively small inventory grid and are required, among other things, to collect seven magical [[MacGuffin
* [[First-Person Shooter]] ''Chrome'' is not a [[Role Playing Game]] combo, it's not a stealth game, it doesn't require particularly smart tactics. It's just a FPS. So it wouldn't make sense for it to have a
* The ''Dark Sun'' games had an inventory system similar to ''[[Baldur's Gate]]'' (which owes ''Dark Sun'' a lot in terms of UI), where each item took one slot and there was also a weight limit. However ''Dark Sun'' had a lot of chests and bags which you could use to multiply inventory size several times.
* Basically every single game made by Level-5:
** ''[[Dark Cloud]]'': You have a finite amount of space on each of your inventory grids (items, weapons, weapon attachments, Georama parts, warehouse). The maximum amount of items you can carry can be increased with "Pocket" items obtained as rewards for completing Georama events; unfortunately, you STILL run out of room quite often because like items don't
** ''[[Dark Cloud]]'' ''2'' was quite a bit more generous with grid space, as it's extremely difficult to completely max out your inventory grid. Helpfully, like items stack this time around. However, it only has ONE inventory grid, unlike the previous game, so '''everything''' you
** ''[[Dragon Quest]]'' VIII was developed for [[Square Enix]] by Level-5, and also features a grid inventory.
** ''[[Rogue Galaxy]]'' has a grid inventory which is divided into 7 pages, six of which hold 40 items each, the seventh of which is designed specifically to hold the game's rarest items. The warehouse is also gridded. Like items stack, like in DC2. It's still possible to cram most of your inventory panels completely full of the ridiculous amounts of crap you collect in this game.
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