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joeyslucky22

Inventory UI concept design v2.1 (window based)

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Can i ask why are u doing this? :o

passionate about something, he is

when i was you young i always painted fictional football jerseys in all varieties for real clubs, if you ask me today why? hell i don't know either...

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Dont like it. No offence, i just dont like a dramatic change, and it looks a bit cartoony.

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Dont like it. No offence, i just dont like a dramatic change, and it looks a bit cartoony.

None taken. I'm more wondering about the functionality than the design.

Would opening your coat or backpack as a window, dragging/dropping items around feel more intuitive?

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Ok so I added a few more screen concepts to http://joeflashedme.com/dayz/wep/inventory.html

Dragging container items such as backpacks, toolboxes, etc, outside of its "containment" area (ground, backpack, etc) would open a connection window (for containers inside containers, dawg)

Here's a concept for a vehicle gear menu. Each vehicle could have a different "cab" layout and different sized bed/trunk areas with different weight limits:

inv_0014_4-vehicle%20view.jpg

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This is pretty damn cool stuff, but it does feel a bit cluttered. Now I didn't read all text (so shiny pics! :) ) but wouldn't a highlight system be rather nice to have? Highlight as in if you click on an item it will highlight the boxes where you can put it. That would make it more user friendly, but I really like this concept though I think it needs some polishing ;).

Edited by Grodenn

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This is pretty damn cool stuff, but it does feel a bit cluttered. Now I didn't read all text (so shiny pics! :) ) but wouldn't a highlight system be rather nice to have? Highlight as in if you click on an item it will highlight the boxes where you can put it. That would make it more user friendly, but I really like this concept though I think it needs some polishing ;).

Thanks Grodenn! I'm not sure the highlighting is necessary as I feel that's a bit too user-friendly. Plus with rotating and flipping objects, it's really up to the player to try and make something they really want, fit.

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I like your UI looks really professional and I could see something like that in Dayz, however didn't they say they were going to make it similar to minecraft?

That in mind, check my effort, I coulda maybe spent another 20 mins finding other inv items but you get the picture haha

23kv2d.png

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That in mind, check my effort, I coulda maybe spent another 20 mins finding other inv items but you get the picture haha

lol, brilliant.

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the problem with this design is that you are trying to organize items with many separations, make fewer separations more generic (like ArmA 2) and concentrate on letting the process dynamic.

also think the idea of pulling the items placed without a little bad organization, if you can do the inventory of the character with more generic items, you can open the 2 inventories alongside one another and take the other player's inventory until your.

(I hope you have not been confused)

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I wonder also if the proposal is realistic or more dynamic?

Edited by DrNiKO

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I say get rid of the ArmA gear screen and put joey's one in it might need some improving but i think its MUCH better then the other ones.

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I would like to see an inventory system like S.T.A.L.K..E.R. how its all in a grid with a can of beans taking up 6 squares and a M16 taking up 18 etc. This inventory looks too cluttered and confusing with too many screens at once.

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The thing to keep in mind is that . if you in a hurry to pick up stuff there in no real time to look at a cuter bag , you need something easy on the eyes .

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New concept!

Kept the window based inventory, used a more "Space Station 13" inspired design and fits a 1024 x 768 resolution

imgur gallery

ZAXBmSi.jpg

More pics:

Opened your Backpack

B9Z51gz.jpg

Opened all clothing items

ierK8Ox.jpg

Crafting

6mzvaZs.jpg

Examining an item

ySBOrxk.jpg

Checking out a body

YfmUU43.jpg

Thoughts!

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I like the new design a lot. The "check-body" in particular.

Just a thought, and more gameplay than UI related but, I feel like an opened inventory should generally be more obtrusive.

The more it gets in the way, the more it would represent a distraction from your surroundings. But that's just my personal attitude.

Do you envision the UI opacity being variable or fixed?

Once again, awesome work, dude.

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Do you envision the UI opacity being variable or fixed?

Definitely not fixed! The whole idea of the window sections is so that you can arrange your inventory screen sections however you'd like.

Keep it simple with one window open at a time = see more stuff in the background

Open everything possible = obstructs most of your screen

Edit: oops! just realized you were talking about opacity. Originally thought opacity would be fixed but adding a slider could be interesting.

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I wonder if we'll be able to rotate and fit items into the spaces in other items.

For example in this image I cropped from one of the UI examples.

qEhGRjI.jpg

The space is 2 x 2, but the glock only takes up 3 of the spaces.

So if the gun was packed into a bag, would we be able to place a 1 x 1 item into the gap?

Using up all available space as efficiently as possible, in the style of Deus Ex, would be awesome.

I just want to know how you'd picture it working.

Edited by Chabowski

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So if the gun was packed into a bag, would we be able to place a 1 x 1 item into the gap?

absolutely

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Really, really like this. Not turned off by the plethora of windows, either--ala Dead Space, going through your inventory should be a panicked event, not taken lightly. You're rummaging through your stuff, can't do that AND keep a lookout at the same time.

I'm not sure of the intention here, though...is this for the SA? Please, please tell me it's for the SA.

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I'm not sure of the intention here, though...is this for the SA? Please, please tell me it's for the SA.

Most definitely.

We have yet to see what the current inventory UI looks like but from the sound of it, the idea is pretty similar to this concept (clothing / bags yielding different inventory space)

Very exciting. I hope these concepts helped inspire that decision! :)

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Very Jagged Alliance Looking.

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This one is the best. The only thing you should have fixed is "directories" appearing in once piece. So when you click on head you can just see everything equipped on head. This way you won't have to sift through a dozen of windows of "eyes", "wrists", "coat", "boots", etc. Pick my previous post for referrence. This way instead of 22 popup windows you'll have 5.

Also: minimize the equipped item icon as in "coat" slot - don't draw a huge picture of the item equipped. Just make a small icon with stats popup tablet, and just display the slots layout, similar to your frisr concept.

Don't listen to carebears and people stuck in old ways! progress is future!

Also, WE WON! Check out the last SA update video! Every clothing item will work as a container! We'll see such system in the SA! Hoooraaay!

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am the only one who would like to just let it be how it is in arma?

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