Inventory
Learning paths through this topic
Inventory System
A place for what the player carries, with limits that force choices and rules that never lose or copy an item.
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.
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.
Hotbar
A hotbar gives the player instant access to a handful of things without opening the bag. It must feel the same every time: the same key always picks the same slot, and the wheel never lands somewhere surprising.
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.
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.
Grid Backpack
Shape turns carrying into a puzzle. The player decides what to take, and also how to pack it, so a full bag is a question of fitting things together, not only of counting them.
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.
Storage Chest
A chest gives the player a safe place for things they cannot carry, so the bag can stay small and still feel fair, and so a trip back to the same spot has a reason.
Key Items
Key items keep the story from breaking. The player can never lose, sell or fail to pick up the one thing that lets them go on.
Keep an album of discovered items across new games without spoiling secrets
Players replay story games to see what they missed, and a collection page tells them how far they got. It must survive starting over, add up what several runs found, and show a percentage that does not give away how many secrets exist or hit one hundred early.
Let allies send each other goods with a tax that creates nothing from rounding
Allies may help a struggling friend, but a gift with a tax, a daily limit and a full storehouse at the other end has three ways to go wrong: goods appear, goods are charged but never arrive, or the limit is dodged by many small sends. This entry keeps the sender, the receiver and the limit in step.