Prototype - Items & Inventory & UI


Item pickup & Inventory & UI

The first interaction that you want in the game is picking up items to defend yourself with. Those items can be weapons like water guns & candy ranging from small candy that you can scatter around to cake that you can throw at them that has a bigger impact. So the first prototype was picking up items and make sure they were displaced on the right place. In this prototype is shown that you can drop items while running.

Item & UI - Prototype 1

Like discussed before, you want to be able to throw items like cake at the "enemies". This is done in the second prototype shown below.

Item throw

Last prototype is an other iteration on the items that you can pickup displayed in their own category. And being able to scroll through the items of a certain category.

Item & UI & Inventory - Prototype 2


Self questions:

  1. Which Inventory-UI interaction is most interesting?
    1. The first version is the most simple in the end (first gif)
    2. The last version gives more chance to get more in depth with items that you can use and store away in the horse costume.
  2. How many items do you want to be visible?
    1. 4 items is a clean solution for the distance to the screen we are aiming for.
  3. Should the throw be more adjustable?
    1. Yes in inside setting
    2. Maybe in outside setting
  4. How many different types of objects are we going to place in the level?
    1. For now we are going to have 4 types although there are only 3 shown in the prototype.
  5. Answers you found during prototyping (with the help of screenshot)


    1. The throw should be visualized for more clarity on where the object will land.
  6. Which kind of problems did I run into?
    1. The scrolling between the items each category and the type of storing in the code gave problems which were solved in the end.
  7. What worked or didn’t work?
    1. The throw worked but should be visualized. The drop of an item on the ground is to static for now.
  8. What is your plan for the next coming week?
    1. Starting the development of the inventory & UI relation.

Get Two Man Horse

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