Grid Inventory: Difference between revisions

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* The main gameplay mechanic in ''[[Kingdom Hearts: 358/2 Days|Kingdom Hearts 358 Days Over 2]]'' everything, including weapons, spells, skills, items, accessories, backpacks (the amount of mission-found items you can carry) and even levels take the form of panels, which you need to place into an ever-expanding grid to make use of them. There's also multiplier panels that multiply the effect of all panels of given type by up to 4 and a lot of skills can be enhanced a variety of ways in the same manner. The varied shapes and sizes of panels creates a far more [[Tetris|literal]] form of [[Inventory Management Puzzle]] than most games.
* ''[[Fate]]'', a [[Diablo]][[Roguelike|like]], featured this in all its irritating glory. There was nothing more fun than warping home with an inventory "full" of six double-bladed axes, and about 33% of your grid actually empty.
* [[EveEVE Online]] has a grid system. A display option is for inventory items to show icons in a grid pattern of the same size. However, Each item has an m^3 associated with it. So your ship can only hold so much.
* The [[Car Wars]] like boardgame ''Battlecars'' used this. Each car had several weapon bays, usually 2x4 squares. You could carry 8 volleys of machinegun ammo (1x1), four 1x2 artillery shells, or two 1x4 missiles, of increasing power, mixing and matching as you wish.
* [[Minecraft]] has a grid system for your character's inventory. 40 slots, including 4 for crafting and 9 available for use/hotkeyed. One slot can hold up to 64, 16, or one of an item, depending on the type. You can also build chests, which have 27 slots or 54 for the big chests. While there are no objects larger than one slot, one often has to rearrange inventory just to put what you need in the use row, to be able to find things in it, or to combine multiple stacks into one 64-stack to free up slots.