I have been designing a new project recently to work on while I study at University
I am about to start designing the inventory system and how it will work. I have decided to go with a 5*5 inventory layout and was wondering about bag space. Bag space is something I have always grappled with, because it is incredibly stupid being able to carry around 4 bags, each filled with 500 kg of armour and weaponry.
However, I want to know what you guys think about bags in inventory systems? I also want to know whether it is a better idea to have the inventory as one flowing inventory, with each bag adding space into it; or to have slots representing each bag, and having each bag separate from the main inventory.
My other idea was to have the inventory like in Diablo, where each piece of equipment takes up a certain number of slots. This is more challenging and appeals to a smaller audience, which is one worry of creating an indie game; that you want to reach as wide an audience as possible. However, this is a far more realistic approach. Should I trade realism for ease of use?
Alternatively, I could go with an Elder Scrolls approach, by giving each item a weight value, and only allow the user to carry a certain weight amount, or debuff them if they hit that weight limit. I feel this is really too messy for a 2D RPG, but can work well in a 3D RPG. However, this gives an incentive to all players to increase their Strength (or similar) attribute; to increase carrying capacity.
So what do you think about bag space?