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Inventory management #305

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kpreid opened this issue Oct 17, 2022 · 0 comments
Open
8 tasks

Inventory management #305

kpreid opened this issue Oct 17, 2022 · 0 comments
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area: ui kind: plan Issues which describe high-level goals and what they should be broken down into.

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@kpreid
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kpreid commented Oct 17, 2022

To have a usable inventory we need:

  • An inventory size bigger than just the “hotbar” itself.
  • UI state where said entire inventory is visible.
  • Interactions to rearrange, re-stack, and discard inventory items.
    • UI, rendering, and input-handling support for drag-and-drop type gestures.
      • Click-and-drag inputs (as opposed to only instantaneous response to mousedowns)
      • Non-critical: Grabbed item rendered floating above the UI off-grid
    • Non-critical: support for items dropped in the world (Implement physics bodies known to Spaces #301).
  • For editing, a way to bootstrap into having various editing tools without necessarily having to keep the whole set in inventory. (I have been thinking that there should be a “free editing toolbox” that you can copy items out of, but that is even more mechanisms needed.)
@kpreid kpreid added the kind: plan Issues which describe high-level goals and what they should be broken down into. label Oct 17, 2022
@kpreid kpreid self-assigned this Oct 17, 2022
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