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Games Making the inventory for a survival game, is this fine or nah?

Discussion in 'Projects In Progress' started by VadanaPon, Nov 22, 2022.

?

What do you think?

  1. I like it

    1 vote(s)
    100.0%
  2. I don't like it

    0 vote(s)
    0.0%
  1. VadanaPon

    VadanaPon

    Joined:
    Jul 5, 2022
    Posts:
    45
    This is what i have, don't pay attention to how it looks:



    You click-drag to open the different pockets

    I'm using a second camera to render the UI, so i lose 30 fps approx. every time i open the inventory, but if i use only one camera then the UI clips through the environment, which i haven't found how to fix yet.

    Apart from that i don't know if players will like it
    Am i in the clear or should i go for flat grids like EFT, or do i ditch that altogether and go for something like Project Zomboid with just a weight system, which i quite like the simplicity of.

    For context this is a sci fi survival game set in a city

    My goal is to make it as immersive as possible

    Appreciate any feedback
     
    Last edited: Nov 22, 2022
  2. CodeSmile

    CodeSmile

    Joined:
    Apr 10, 2014
    Posts:
    5,533
    I think that clipping can be prevented by using layers.

    As to the example, it does look neat. However this being a GUI I feel the UX will not be favorably viewed by users. Besides the gimmick of placing the UI elements onto the 3d mesh of the backpack, it only has drawbacks. It requires the user to frequently rotate the backpack and the inventory cannot be viewed at a glance in its entirety. I‘d very much prefer a 2D version of this and I‘m sure most gamers will be saying the same. I‘m afraid this only serves to make interacting with the inventory more complex.
     
  3. VadanaPon

    VadanaPon

    Joined:
    Jul 5, 2022
    Posts:
    45
    Thanks for the feedback!
    I really didn't think much about that but you're right, plus it being 2D will be easier to maintain and have less edge cases