The game I am currently working on has a complex equipment/inventory system, with 9 types of equipment slots. In developing the inventory management interface I have come across a couple of interesting design decisions that I would be interested in getting a wider range of opinions on.
1) Variable controlled vs. Item controlled
The two major approaches for inventory management is using the Item system or using variables for tracking and management (as detailed in Gryphon's article: Creating an Equipping System). I was contemplating combining the two, where the player would use a variable based system to automatically push the corresponding Items into Inventory. I would also be showing which item is equipped in which slot in a custom page footer.
I see the cons of this combined system being: More visual clutter on the page; potential user confusion since simply equipping the item applies the effect, so there is no need to 'use' the item; and more lines/complexity of code required to handle the $ITEMSTATE shifts.
The pros would be: more visual impact for the items as there will be item graphics instead of just text, more world-building as the item descriptions gives space to add more in-world detail of each item, and just general uniqueness compared to many of the other games I have seen (although the game itself is fairly unique in mechanic and primary play loop).
Here is a screen shot of what I'm thinking of, although without the custom item graphic. What do you think about combining these systems, or using one or the other?
2) Item visibility
As you can see in the screenshot above, there are multiple options for each equipment slot, although in most playthroughs the player will not see any particular item. For instance the category with the most potential options are the Hands slots which handle weapons. Counting duplicates there are 28 weapon options. In a given playthrough you are unlikely to see and own more that four or five different weapons. I'm currently using link restrictions to only show the items that you actually possess to keep the number of shown links minimized on each page. Because there is such a variety, would it be better to use the option to still show all the possibilities, even though most won't actually come up in a given run?
Anybody else doing anything interesting with inventory systems?