I do not know if this is the right forum to post this, so please move this if it belongs somewhere else.
I am not very happy with the workings of the default inventory in AGS. I have noticed that most users are very confused with it, but I'm not quite sure what to replace it with. I don't want to clutter the screen with a large inventory (like the one in Monkey Island, for instance). Any suggestions for how to make a smooth interface?
When I am designing inventory GUIs I always make the 'shell' first, just to get a feeling for it (in Photoshop).Ã, Then I refine it slowly.Ã, I put it over a background and turn the layer on an off to see how it looks.Ã, I do all of this before taking the time to make it in AGS (as that's a lengthy process).
The LucasArts folks tended to put it down on the bottom of the screen with the scroll arrows.Ã, This is pretty effective as it doesn't 'clutter the screen' as you put it.
I, personally, prefer it centered on the screen brought up only when you need it.Ã, This way it doesn't really matter how big it is, as the game is paused while you're accessing it.
Have you played Kyrandia 3? In that game, the GUI scrolled up when you moved your arrow down to the bottom of the screen. Apprentice 1 had something like this, too.
You could also do it the way Lucas Arts did it in Sam and Max, with a small icon at the top of the screen that brings up the inventory.
Do any of those suggestions appeal to you?
So far, all suggestions are interesting. Thanks for the feedback. I'm pretty sure about the graphic style I'll use. It's the interaction design that worries me.
I'm much into the notion of having a pop-up sort of inventory, but not which functions to include in it and how to design those...
My latest project's inventory I want to work like this:
The spacebar will pop up the inventory (you can also access it from a menu)
There will be an option for 'combine' and 'exit' and that's it.
Moving the mouse over an item will display a message about what that item is
Clicking an item (if you haven't selected combine) will select it and close the GUI.
Combine will let you use 1 inventory item on another.
I haven't even started making it so I don't know yet if all that's possible.Ã, But it's been my experience with AGS that you're only limited by your willingness to experiment and your ability to keep trying.
I was never a big fan of the lucas arts gui (down at the bottom like that) I prefer full screen graphics with GUIs that you can access by keystrokes or mouse movements.Ã, Stuff like that.
The GUI I have for JP & Cosmo is a little clunky because it has 'Select Item' and 'Use Item' and it could get confusing what to do.Ã, And sometimes you'd click an item, then click Use when it should be the other way around.
Ease of use is the key to any good GUI.
I love both Lure of the Temptress' and 7 Days a Stranger's. Though I prefer 7DaS. Similar to Larry 7, too. Basically, the GUI pops up when you right click on something, and disappears once you're done or cancel, usually by right-clicking again.