Tuesday 3 February 2009

Progress Report #6

Well, its been quite a while since the last one of these posts, hasn't it? (June last year in fact.) Although I've been busy doing other things for the last week, I've managed to get a few bug fixes into the code, and did some behind the scene coding on the targeting system.

But now I have a decision to make. Here is the current inventory screen:


My question is this: What is the best way of implementing "Drop Item" functionality? Currently, items can be picked from the main game window by pressing 'g'. Items are then worn/wielded etc by dragging and dropping (via the mouse) on the inventory screen (which itself is accessed via the 'i' key. But dropping items? Many Roguelikes have a separate interface for dropping items, but I'm not sure I want to go down that route. I do want however to keep the interface as simple as possible. Thoughts?

5 comments:

Unknown said...
This comment has been removed by the author.
Unknown said...

Two-key press inventory commands.

Press 'i' to get into inventory mode. Then press the letter of the object in question to select it. This brings up a sub-menu consisting of various tasks where you press a key to do something with the item. Then it goes back to the inventory screen.

'a' 'd' would select item 'a' and then 'd' would drop (or what ever key is for drop).

'b' 'd' would do the same but with item 'b'.

'a' 'w' would wield item 'a'.

etc

Dave said...

Yeah, I think that could work. Would also like to implement a popup menu to allow you to drop items via the mouse as well.

Anonymous said...

If you already drag and drop, just drag the item outside the inventory window. Works well in any commercial game.

Dave said...

Mario, thanks, that's also an excellent idea.