
One thing about writing a weekly developer blog is that there is an inherent sense of wanting to express that progress is being made. However, one of the drawbacks is that sometimes things get worked on that don't necessarily feel like progress. This was one of those weeks.
Most of this week has been spent fixing, refining, tweaking and testing existing functionality. In particular, we have been spending a lot of time dealing with the inventory screens. While this might seem like it should be a straightforward feature to implement, it's important to note that the new platform doesn't treat all items identically like in the previous incarnation. For example, there are separate screens for NPCs versus vehicles versus equipment etc. We also are elevating the purpose and usage of pets. While you might have many pets available to you, only one of them can truly be your companion. So, it's important that your ability to see and manage your companion be a different experience and interaction from what armor you're wearing, for example.
And yet all of these different items that you can collect and use do need to work together in a coherent way. So, that's what a lot of this week has been spent doing. And we aren't done, either; it's very likely that the update next week might sound very similar to this one. But that's ok. We are committed to making this platform fun, intuitive and impactful. We want players to be able to make choices that will impact their experience, but as a result, that means we will be spending a lot of time on things that might seem mundane. Like inventory management.