For a class project I redesigned the Minecraft Inventory system. This project didn't involve any implementation and was purely wireframes. We had 1.5 weeks to make a base design, and then were given a design pivot which we had 3 days to design around.
The Problem Statements
Create organization options, so players don't have to spend long periods of time organizing.
Simplify the Inventory System, so players don't feel the need to mod to play.
Modernize the Inventory System, so players feel that the game is current.
Inventory Tweaks (mod) - Sorting
Stardew Valley Switch - Ease of access to inventory
Expanded Recipe book mods- Searchability
I made some initial wireframes to test with some ideas I gained from my research. Based on those wireframes I gained some information from the players:
People did not like the idea of swapping between player and crafting system.
They wanted to be able to see their player and crafting system at the same time.
They did like always being able to see the player in different menus.
Players liked the idea of being able to organize their inventory with buttons.
The initial symbols were hard to understand.
With an added tooltip players knew what the symbols meant.
Players really liked the idea of being able to swap their hotbar between all their inventory rows.
Players liked the idea of being able to tag items and search for them in their recipe book.
Design Before Pivot
Main Idea and Sorting
Durability and Character
Recipe Book and Tagging
I showed my design to my professor and got my pivot and some feedback. The first piece of feedback was that the organization options should be drop downs that are automatically sorted instead of pressing a button. The second bit of feedback was that moving through the lines in the inventory was confusing when visualized. It was hard to keep track of what the lines were. The pivot I was given was I needed to create loadouts. Specifically mining, combat, and building loadouts.
Monster Hunter World - Popular Loadout
New button to go to a Loadout screen in the inventory.
Removed the scrolling through each line of your inventory as a hotbar.
Updated the sorting options in the chests.
Added new sorting options in the recipe books based on the layouts.
Added tooltips to show what the loadouts are and what's missing.
Added a combining button to combine objects of same type.
Added tooltips, so players always know what they’re looking at.
With my Pivot being loadouts, I felt the scrolling through your lines of inventory as your hotbar just became confusing. It already had some issues with knowing what lines of your inventory you were at and to keep that with being able to access loadouts confused things more.
Based on the feedback I got on sorting I decided to change how it worked and looked. Firstly, I made the dropdown always go down. It does covers items, but I felt that keeping it consistent was important. I also made it so things automatically sort instead of pressing a button to sort. When I did some user testing I had a few people wanting the option to combine their items if they had multiples. I decided to add such an option for both the inventory and the chests.
To adapt to the loadout pivot I decided to add a screen in the inventory with the loadouts. I wanted to give the player the ability to find items in their recipe book and put it on their loadouts. On the loadout screen the player can't close the recipe book, so they always are able to add new items. I also chose to allow the player to create their own loadouts. There are 5 loadout bars that the player can have. They also can delete previous loadouts to create new ones. To distinguish the loadouts each one has a specific image associated with it. This also helps with the cap because the player must choose which image to use.
Design After Pivot
Loadouts on the Hotbar
Missing Item Hover