Friday 14 September 2012

Zelda Ocarina of Time inventory

Zelda:Ocarina Of Time Inventory

What kind of inventory is it?
The Zelda inventories are very limited and menu based. You have to press a button and the game play is paused just so the player can reach the inventory. You also have to defeat "bosses" in temples to recieve different items, such as sword, bow and arrows, boomerangs, etc. you can't just collect them or craft them yourself.
How does the user interact with the inventory?
Arrow keys are used to swap items around, or by pressing x, y, a or b to automatically place these as hot key items.
What is controlled within it?
Items, money(rupee's), weapons.
How is the interface accessed by the player from the game screen?­­­­­­­­­­­
By pressing start (DS and earlier consoles) or by pressing the - button (Wii)
Does the inventory suit the gameplay?
You get the different items because they are used to get through certain temples. e.g. magnetic boots are used in death mountain so you can walk on walls, or stick to the huge magnets that hang from the roof. Also, bow and arrows can be used to kill birds, or bugs on walls.
What do you think of the inventory and why?
I think that the inventory is very good. i love how there is certain items for certain parts in the game.
How may this influence your design?
I like the idea of the Ocarina controlling certain things, e.g playing "Epona's song" and your horse Epona comes running to you, wherever you are. Also, you can play the sun song, and it freezes zombies so they cannot attack you, but you can attack them. I might use something like this in my game, which makes the invisible items/houses/islands/bridges etc. show up for a short time, so the player can navigate via the instrument/music.

Terraria inventory

Terraria Inventory

What kind of inventory is it?
The Terraria game inventory is Limited, because there is only a certain amount of space you have to fill up. It is also menu-based and a utility belt style. You bring up the full inventory as a menu, but the game play remains un-disturbed so it is also a utility belt. There is a "hot-bar" menu, which displays the 1-9 inventory slots to place different items.
How does the user interact with the inventory?
Number 1-9 keys are used with the hot-bar items, and when the player opens up the full inventory, They click an item they want to use in the hot-bar, then they can place it into one of the free spaces, or they can swap it.
What is controlled within it?
The different items and weapons are controlled within the inventory, along with the food etc.
 How is the interface accessed by the player from the game screen?­­­­­­­­­­­
The user can press the escape button and then select inventory, or a quicker hot-key version is just by pressing the "I" key.
Does the inventory suit the game play?
Yes, all of the items look exactly like the game style, it is pixelated, and all of the items are very colorful which matches as well. You can also collect certain items to use with some weapons.
What do you think of the inventory and why?
I think that the inventory is rather "cute" the items are small to fit in the slots. there are items that you start off with, which don't break, so i think they should be removed because it destroys the point of the game a little bit, I think that the player should start from scratch and make their own items. otherwise I think that it has been very well thought out and the items are amazing.
How may this influence your design?
My design (because of Terraria) now I would like it to be in this style, I like the fact there are little block you can destroy, and that there are floating islands that give you special items. I have used the fallen stars and star cannons in my design, because It is a really good idea.
http://wiki.terrariaonline.com/images/thumb/9/90/Main_inventory_slots.png/300px-Main_inventory_slots.png

Wednesday 12 September 2012

Minecraft inventory


Minecraft:
­­­­­What kind of inventory is it?
Menu based(Creative mode) and limited - There's only a
limited amount of space to hold your items/tools/food
etc.
How does the user interact with the inventory?
The user uses buttons 1-9 to select an item from this menu:
You can also press "I" to bring up the 9x3 set of items, above
the section with the tools and armour.  You can press shift
to automatically retrieve items from a chest and put them
into your inventory.
What is controlled within it?
Items
How is the interface accessed by the player from the game screen?­­­­­­­­­­­
The user presses "I" to access the item menu/inventory
Does the inventory suit the gameplay?
Yes, because there is a tool for everything, You can make an axe to chop down trees faster, there is a pickaxe to destroy stone, cobblestone, ores. Diamond pickaxe's also destroy obsidian blocks.
What do you think of the inventory and why?
I think that the inventory is very good, I like that you can get rid of items easily and there is a tool suited for each type of block.
How may this influence your design?
I like the fact that the nine items are on the game screen, so you can choose out of
the 9 different items in game without having to go out of the game and losing
where you are.
 

My top 5 games