Spielerando

8 steps

Inventory, crafting and shops

For: Games where players collect, combine and trade things.

Items are the part of a game most likely to end in a duplication bug or a bag that cannot be trusted. Build the container first and make it strict, then everything that moves items through it.

The steps, in order

  1. 1

    Blueprint

    Inventory System

    A place for what the player carries, with limits that force choices and rules that never lose or copy an item.

    Why here: The container, with one rule above all: an item is in exactly one place. Every later step depends on this being true.

  2. 2

    Blueprint

    Item Stacking

    Stack limits turn a bag into a set of choices: small piles for rare things, big piles for common things, and a clear answer every time an item arrives and there is not enough room.

    Why here: Stacks are where counts go wrong: splitting, merging, and a stack size that changes with an update.

  3. 3

    Blueprint

    Weight Limit

    Weight makes carrying a choice without a fixed number of slots. The player can take one more thing and move slower, or leave something behind, and the cost is easy to feel and easy to read.

    Why here: A limit gives choices meaning. Weight or slots, pick one, and decide early what happens at the limit, because every pickup will ask.

  4. 4

    Blueprint

    Equipment Slots

    Slots turn a pile of gear into a set of choices: one helmet, one weapon, a pair of rings. The player decides what to wear, and the game always knows what is worn and where everything else is.

    Why here: Equipping is moving an item between two containers with rules. Treat it that way and swaps never lose anything.

  5. 5

    Blueprint

    Crafting System

    Crafting gives the things players gather a use, and lets them decide what to make from what they have.

    Why here: Crafting consumes and produces in one step, or not at all. The half-done craft is the classic duplication bug.

  6. 6

    Blueprint

    Recipe Discovery

    A recipe the player found by experimenting feels like an earned discovery, and a hint after a run of misses keeps a stuck player from giving up or opening a guide.

    Why here: What a player may craft is a question of knowledge, kept apart from what they can craft right now.

  7. 7

    Blueprint

    Currency Wallet

    A wallet turns effort into choices. The player earns coins, weighs what to buy, and feels the cost of each choice, so shops, rewards and prices all have a number to work with.

    Why here: Money is an item with its own rules: never negative, never fractional, never silently capped.

  8. 8

    Blueprint

    Shop (Buy and Sell)

    A shop turns coins into things the player wants and things the player no longer needs back into coins, without ever letting the player print money.

    Why here: Shops come last because they are crafting with money: one exchange, checked on both sides, or nothing happens.

At the end

Items can never be lost or doubled, crafting and shops move them through one set of rules, and the player always knows what they carry.

What this rests on

Talks, articles and research from outside this wiki, so you are not taking our word for it.

Say this to your AI

Follow the Spielerando learning path "Inventory, crafting and shops" (get_path inventory-crafting-and-shops) for my game, step by step, and tell me at each step why it comes now.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP