I like the way you implemented the inventory. I can only recall one instance where a game directly addressed the issue of how characters are able to hold so many inventory items at the same time. Ironically, it wan't an adventure game! It was Star Trek: Elite Force, an FPS. Characters would store weapons in a transporter pattern buffer (which was used in a very non-canon way). Other games (like Monkey Island) would approach the issue in a satirical way (remember how Guybrush slipped the wooden pole in his pocket at the beginning of MI3? Easy!), but considering this is a sci-fi game with a serious theme, it's nice to see a serious explanation!
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