[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/v/ - Video Games


Thread archived.
You cannot reply anymore.


[Advertise on 4chan]


File: Item-Shape-Grid.png (159 KB, 475x567)
159 KB PNG
>slot inventory
cringe
>grid size inventory
abased
>you can rotate items
I kneel
>>
>me watching your play tetris with a handful of items while I have 900 nuclear reactors in my pocket
>>
>>739197259
gay
leads to things like swords weighing 50% more than a potion, or stacked items having no weigh
>>
File: 1767301546300826.png (173 KB, 640x400)
173 KB PNG
>>739197498
not my problem if developers are retarded
>>
>>739197498
No, it's the goat.
>you can see everything at a glance, treasure or junk
>if overloaded, it's easy to discard the least useful things
>with clever arrangement you make the most out of available space
It's a very visual approach to inventory management, basically like packing a suitcase. Polar opposite of encumbrance-based systems, where items are represented by text and numbers, everything is tucked away in various menus and subcontainers, and figuring out what to drop and how much before you're good to go can take a good while.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.