Hi there!
For my next game I'd like to improve interactions with inventory items a bit and I have some specific ideas. Unfortunately, my ideas can't be implemented with the current inventory features of AC. This is what I would need:
1. Lock Inventory Items
When an inventory item is "locked", it can't be dragged anywhere. At mouse-over, its name (label) is shown as usual.
2. Interaction on Click
When an inventory item is only clicked but not dragged, a separate interaction should be played. This is inspired by Broken Age and allows to "look at" an inventory item even with single-click-controls. This would need also a "clicked" feedback effect (e.g. a texture similar to the "click/highlight" textures of menus).
This should also be possible with "locked" inventory items (see 1.)
3. Change/Swap items in inventory
It should be possible to exchange/swap an item in the inventory with another item. It's important that its position in the inventory stays the same.
Example: My 2. item (out of 4) is an empty piece of paper. Then something gets written on it, and it's practically a new item afterwards with completely new abilities and a new icon. BUT it should appear at the same place in the inventory menu (2 out of 4), it should NOT appear at the end of the inventory list (like a new collected item would).
Those 3 features combined would take the usability of item handling to the next level

Chris, what do you think, do those features make sense?
Thanks and have a nice day!
Christian
Comments
Good point about the swap feature - perhaps a "Swap" item next to "Add" or "Remove" in the Inventory: Add or remove Action would do the trick.
However, I don't understand the need to lock inventory items - would this be a per-item thing? When would this be useful?
@ broken age style: Interesting, will try it out later, thx!
@ swap: That would be so great
@ lock: Yes, this is a very specific feature for my plans for our next game. And yes, it would be a per-item thing. In the course of the story one item gets unusable for a certain time - No dragging, just looking at it - but it should be possible to drag other items on it. Just drag'n'drop is disabled.
I'd be able to get the swap feature in for the upcoming v1.46 update, but an improved examine method will have to wait.
If an item can't be dragged, then you can just place the examine Action in it's "Use" interaction.
Please try to explain what behaviour you're looking for clearly, bearing in mind that fact that dragging begins as soon as you click down (and hence not possible to detect a click until this has happened).
@ examine when only clicking:
I quickly searched YouTube for a broken age example of how I want it to work (this example shows only the click-to-examine).
As I explained here, in Broken Age the icon is only considered as dragged when it's moved a certain discance. When it's dragged only, let's say, 5 pixels before the mouse is released, it's examined. When it's dragged 10 pixels, the normal item drag and drop behavior starts.
Currently the "dropping onto itself" in combination with "hide currently active item" means the following:
For me the usability is the most important aspect. The "drop onto itself" feature has confusing user feedback, because as soon the item is clicked, it sticks at the cursor and has left the inventory -> There's no way the player will interpret this feedback correctly. You would have to teach him first what "dropping an item onto itself" (which makes no logical sense to the player) does.
The Broken Age way is totally self-explaining and doesn't have to be teached:
Clicking an object (= mouse moves only a few pixels and is released soon again) without "snapping" to the cursor and "leaving" the inventory-> examine/interacting with this single object
Dragging an object onto another object -> using/combining the two objects with each other.
Is it clearer now?
Thanks!