I think it would be VERY useful to discern between "Grid" inventory and "Slot" inventory systems.
What this article seems to describe are only the "Grid" ones, where some objects occupy multiple grid spaces, like 1x2, 1x3, 2x2 or larger. Examples include Diablo 2 and 3, the first Deus Ex, and Subnautica.
In "Slot" systems, items *always* occupy one 1x1 slot each, with some items being stackable, to different stack size limits for different item categories. Examples include Factorio, 7 Days to Die, and Robinson's Requiem.
This article also needs to refer to alternative inventory systems, such as the Endless Scroll one in Fallout 1 and 2 (I ******* HATED that!), or the infinite 2D slot grid of Morrowind (with a weight limit), or the weird (and *rigidly* inflexible) system usef in The Forest (maked the game seem a lot less fun).
I think it would be VERY useful to discern between "Grid" inventory and "Slot" inventory systems.
What this article seems to describe are only the "Grid" ones, where some objects occupy multiple grid spaces, like 1x2, 1x3, 2x2 or larger. Examples include Diablo 2 and 3, the first Deus Ex, and Subnautica.
In "Slot" systems, items *always* occupy one 1x1 slot each, with some items being stackable, to different stack size limits for different item categories. Examples include Factorio, 7 Days to Die, and Robinson's Requiem.
This article also needs to refer to alternative inventory systems, such as the Endless Scroll one in Fallout 1 and 2 (I ******* HATED that!), or the infinite 2D slot grid of Morrowind (with a weight limit), or the weird (and *rigidly* inflexible) system usef in The Forest (maked the game seem a lot less fun).