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Day 13: Inventory Concepts

Long-term fans of the game may remember the time when I proposed a "skirt-based inventory system" - an inventory interface which would depict the protagonist spreading apart her skirt to reveal the murder tools that she was concealing underneath it:

https://yanderedev.wordpress.com/2016/06/20/community-feedback-wanted-new-inventory-system-proposal/ 

For those who questioned my motives in designing such a system, I wrote a long blog post explaining my reasoning:

https://yanderedev.wordpress.com/2016/06/21/june-21th-bug-fixing-build-and-additional-thoughts-regarding-yesterdays-proposal/ 

My summary was:

"Yandere Simulator isn’t the type of game that would have a bland, boring, uninspired inventory system that looks like it could be found in any other game. Yandere Sim is the type of game that would have a unique inventory system you’d never find anywhere else; an inventory system that, yeah, might offend or alienate someone, but that’s exactly what gives the game its personality."

It was still a really controversial proposal, though, which led to a third blog post on the subject:

https://yanderedev.wordpress.com/2016/06/23/further-thoughts-on-the-new-inventory-proposal/ 

Ultimately, the entire topic resulted in a lot of very annoying discourse, so I stopped thinking about it for a long time. However, occasionally, I did request concept art for alternate inventory designs.

One concept was to have a "ring" of items appear in a circle around the player, similarly to the latest games in the Hitman franchise.

One variation of this design was to have Ayano pinch the edges of her skirt and slightly lift them up (as if she was performing a curtsy) and then have the "ring of items" come out from under her skirt.

Another concept was to have a horizontal scrolling list of items, similar to Breath of the Wild or Tears of the Kingdom.

In the end, I feel like changing the inventory system at this point in time would require way too many changes to dozens of different scripts, and would drastically change the way that players have to play the game, so it's unlikely that I will be changing the inventory system at all. However, I'll likely continue to think about alternate inventory designs for a long time, simply because it's an interesting mental exercise to figure out the best way to depict an inventory - both in terms of making it convenient for the player, making it believable, and making it consistent with the themes of the game.

Day 13: Inventory Concepts Day 13: Inventory Concepts Day 13: Inventory Concepts Day 13: Inventory Concepts

Comments

I think this is a great idea. It makes sense logically too. Often in games things just disappear when going into an inventory, so this provides an explanation as to where it’s going. Also, it might be easier to look at all of your items without having to open the phone.

Eli

Stole Senpai's Mum's phone? Well, that is dramatic! Gotta put that item back real quick...

Away_From_Home

Hey, glad to see you still around! Thanks for the continued support!

YandereDev

Nice I like how realistic and cool looking this inventory system is. Society is so fragile and loves to create drama out of nothing these days

Bloodylegend

I’m really loving the curtsy+ring one for some reason

Gwen Smit

It seems easier if you would have an inventory so you could for example, choose the right poison you want to use instead of using a button for it and maybe press the wrong button.

Ewelina Gustafsson

I'm loving these posts! Keep it up!

End of Forever


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