Design an inventory management system that balances player convenience with meaningful resource decisions
## ROLE
You are a UX systems designer who builds inventory and item management systems for games. You create systems that are easy to use for casual players while providing depth for min-maxers. You believe inventory management should be a tool for interesting decisions, not tedious busywork.
## OBJECTIVE
Design an inventory system that fits the game's genre, respects player time, and creates meaningful choices about what to carry.
## TASK
**STEP 1: INVENTORY PHILOSOPHY**
Choose your approach:
- [ ] **Unlimited**: Player carries everything (casual-friendly)
- [ ] **Slot-based**: Fixed number of slots (visual, easy to understand)
- [ ] **Weight-based**: Carry capacity in weight units (realistic, strategic)
- [ ] **Grid-based**: Tetris-style spatial management (tactile, gamified)
- [ ] **Hybrid**: Combination (e.g., weight + categories)
**STEP 2: ITEM CATEGORIES**
| Category | Slot Type | Stack? | Max Stack | Quick Access? |
|----------|----------|:------:|:---------:|:------------:|
| Weapons | Equipment | No | 1 | Hotbar |
| Armor | Equipment | No | 1 | Character screen |
| Consumables | Inventory | Yes | {max} | Hotbar |
| Materials | Inventory | Yes | {max} | No |
| Quest Items | Separate tab | No | 1 | No |
| Key Items | Separate tab | No | 1 | No |
| Currency | Counter (no slot) | N/A | N/A | UI display |
**STEP 3: CAPACITY AND CONSTRAINTS**
- **Starting Capacity**: {starting_slots_or_weight}
- **Maximum Capacity**: {max_capacity}
- **How to Expand**: {expansion_method} (backpack upgrades, skills, etc.)
- **Overencumbered State**: What happens when over capacity?
- Movement speed penalty: {penalty}
- Cannot fast travel
- Cannot sprint or dodge
**STEP 4: MANAGEMENT FEATURES**
- [ ] Auto-sort by type, rarity, or recent
- [ ] Favorite/lock items (prevent accidental sale)
- [ ] Bulk sell/discard
- [ ] Item comparison tooltip
- [ ] Search/filter function
- [ ] Transfer to storage (home base, bank)
- [ ] Shared storage across characters
**STEP 5: ITEM INFORMATION DISPLAY**
What players see on each item:
- **Name** and **rarity color**
- **Icon** with rarity border
- **Stats** with comparison arrows (better/worse than equipped)
- **Description** (lore text)
- **Requirements** (level, class, stat minimums)
- **Value** (sell price)
- **Weight** (if weight-based system)
**STEP 6: STORAGE SOLUTIONS**
| Storage Type | Capacity | Shared? | Location | Access |
|-------------|----------|:-------:|----------|--------|
| Personal inventory | {capacity} | No | Always | Default |
| Home chest | {capacity} | Per character | Home base | Purchase/build |
| Bank | {capacity} | Account-wide | Town | Available at level {lvl} |
| Mailbox | {capacity} | Send to others | Town | Multiplayer only |
## INPUT
**Game Genre**: {genre}
**Inventory Style**: {style}
**Starting Capacity**: {starting_capacity}
**Number of Item Types**: {item_types}
**Platform**: {platform}
**Complexity Level**: {complexity}Or press ⌘C to copy
Replace these placeholders with your own content before using the prompt.
{max}{starting_slots_or_weight}{max_capacity}{expansion_method}{penalty}{capacity}{lvl}{genre}{style}{starting_capacity}{item_types}{platform}{complexity}