Here's a random thought I had: how would one go about creating a Deus Ex-like inventory screen in AGS? For those not familiar, the inventory in Deus Ex was a big grid, and different items took up different amounts of space. You could drag different items around to make more room for big things and had to be very careful about inventory management.
Here is a link to an image of the screen: http://www.the-spoiler.com/Sinjin/DEUSEX/inventory.jpg
Anyway, I couldn't think of an obvious way to do something like this in AGS, but thought I would ask! I had an idea for a possible game where the player would have a very limited (read: realistic) inventory system and had to make a lot of decisions about what to pick up (rather than the "fit everything you see into your pocket" model of most adventure games).
Any thoughts? Obviously the base would have to be a GUI of some sort and you'd need some sort of matrix to keep track of item locations, but what about dragging and dropping? It doesn't sound like something AGS would natively support but I am always ready to be surprised when it comes to AGS!
Here is a link to an image of the screen: http://www.the-spoiler.com/Sinjin/DEUSEX/inventory.jpg
Anyway, I couldn't think of an obvious way to do something like this in AGS, but thought I would ask! I had an idea for a possible game where the player would have a very limited (read: realistic) inventory system and had to make a lot of decisions about what to pick up (rather than the "fit everything you see into your pocket" model of most adventure games).
Any thoughts? Obviously the base would have to be a GUI of some sort and you'd need some sort of matrix to keep track of item locations, but what about dragging and dropping? It doesn't sound like something AGS would natively support but I am always ready to be surprised when it comes to AGS!
