Interaction UI and Inventory

 

Xodius Studios Blog #3
Interaction UI and Inventory Update

Author: Kanitha Charoenpanich
Published: 03/03/2023 20:46

The Problem:

     This week I am working on the interaction UI. I have taken inspiration from The Legend of Zelda: Breath of the Wild. I like that when walking up to an item the name of the item pops up. I also like how Zelda uses a pop-up to show what button to use to interact with the objects. Photo 1 shows the inspiration I have for the interaction UI pop-up. I have the interaction working, but the interaction is manually set to the item, I am trying to automate it for all items.


Interaction Inspiration - Photo 1

For the inventory, I am also taking inspiration from Zelda. I would like to implement different tabs/sections for different items. For example, consumables, swords, bows, etc. I plan to have a equip, drop, and cancel button like shown in the picture. The UI setup will be very similar to Photo 2. 

Inventory Inspiration - Photo 2


Problem Solution:

    The only issue I have so far is that if  I have more items I am going to need to automate the interaction UI instead of manually setting the interaction UI to each and every item.  I am working on the interaction UI to try and automate it before more and more items are made. The issue I have with the inventory at this time is that I am trying to make each item type have its own section. I am currently researching how to go about this but so far I am in the planning and then executing stage of this problem. I have set up a basic inventory in the first sprint, but I plan to get a more functional and clean-looking inventory for this sprint or a later sprint.

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