@VD
On behalf of the awesome interface designers I'd like to ask some questions about the inventory system as it currently exists.
1. Earlier statements indicate that it is a pure weight based system ala fallout, is this still the case?
2. How complex is the armor system, are they all complete suits like in fallout or multiple pieces like planescape torment? This would require the interface to include a paperdoll or similar system for equipping different armor pieces whereas the fallout system does not.
3. Tied into that does the engine lend itself to representing the avatar on this screen as the 3d model used in the game? Is this even a desirable feature or would a more stylised representation work better?
4. Do you have any example graphics or failing that size limitations for equipment icons (potions, weapons, armor etc.)?
5. What information do you want to convey to the player on this screen about his equipment? Item weights and carrying capacity are obviously needed, but are things like rough item costs desirable as well? Anything else?
6. Would you prefer a full screen or a floating dialog like fallouts?
7. Do you require space for what is on the ground?
On an unrelated note, but still related to the interface, how do we get to the character screen from the main interface? I asked earlier in the thread but I think it got lost in the mass of screens