To put it pretty simply, my game has too much stuff! So when the inventory command is called, it’s very cluttered. I could have less stuff in my game, but where’s the fun in that? Anyways, I’m looking for some advice on how to deal with it.
Some time ago, I opted for a tall inventory lister (as per my previous post: TADS3 Adv3: Modifying Wide/Tall Inventory Listing), which helped prevent the inventory from becoming an unfortunately long and hard to look at block of text. Now, I’ve run into an issue where the inventory list is VERY tall and has no meaningful order, so picking through it is a complete pain.
I’ve considered somehow creating category lists within the inventory lister and breaking them down by object type (ex: quest items, weapons, food, etc). Which is a task that’s a little daunting to tackle at my skill level.
Maybe something like this? That way, when the inventory fills up, things are spaced out and easy to read but still categorized? I don’t know. I don’t have an inventory over-encumbrance/limit established, so maybe that’s on me.
> i
You mumble softly and take a moment to sift through your belongings, “hm?”
You're wearing breeches, a belt, a cowled hood, a tunic, a pair of boots, and gloves.
You're carrying:
(Quest Items) a knight's favor, a coin purse, etc.
(Tools) a rucksack, a trug, and a fish stringer.
(Fish) two froglets, and a largemouth bass.
(Misc/Uncategorized) five deadwood, three random items, some other stuff, etc.
>
Has anyone had a similar issue, and how have you dealt with it? Any advice?