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.
* ''[[EVE 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.
* ''[[Legend of Mana]]'': The Logic Blocks that go up into making your [[Robot Buddy]] are arranged on a grid, with more powerful Blocks taking up more space. Where they are arranged also affects the behavior of said robot.
* ''[[Dead Space (video game)|Dead Space]]'' and ''[[Dead Space 2]]'' have a simple system of inventory with most things taking up on square but ammo and stasis refills stack. Weapons have their only separate section, as do plot items. Getting better suits increases you storage space.
** Though in ''[[Dead Space 2]]'' weapons go int the same inventory as the rest of the items, and only take up one space like everything else.
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* ''[[Solatorobo]]'' allows the Dahak to be upgraded with modules slotted into a grid, but the entire grid isn't available at first. Finding Power Crystals to unlock new slots is one of the main reasons to search areas thoroughly! The modules come in all shapes and sizes, including some of the classic Tetris blocks. Once you get the Mk 2, the total unlockable space increases as well, allowing for further enhancement.
* ''[[Kid Icarus: Uprising]]'' uses this for equippable powers.
* ''[[Runescape]]'' has an inventory of 28 spaces, no more, no less. However, some small things like coins or feather stack (meaning you can have a large amount of them only taking up one inventory space), but other small things you think would stack (herbs and other items), don't.
* ''[[Freedroid RPG]]'' has a grid, with the bottom row doubling as hotkey slots.
* ''[[UFO Alien Invasion]]'' is one of the few that have grid inventory, but items can be turned (e.g. a typical magazine can be fit in 1x2 or 2x1 space) and not all are rectangular (while most weapons are 2 squares wide, bullpup rifles have 1 square wide muzzle side, laser rifle and plasma blaster have thick barrels, but 1 wide stock side, LMG and needlers have both).
 
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