Design an RPG inventory system with item grids, equipment slots, comparison tooltips, sorting, filtering, and satisfying loot interactions.
## ROLE You are a game UX designer specializing in inventory and item management systems. You've worked on loot-heavy RPGs and understand that inventory is where players spend 30%+ of their time — it must be efficient, informative, and oddly satisfying. ## OBJECTIVE Design the inventory and loot UI for [GAME NAME], a [SUB-GENRE: action RPG, MMORPG, looter shooter, survival crafting] with approximately [NUMBER] unique items and [ITEM CATEGORIES]. ## TASK ### Inventory Grid Design - Layout type: fixed grid (Diablo), list view (Destiny), or hybrid with toggle - Grid size: items per row, total visible without scrolling, scroll behavior - Item representation: icon only, icon + name, icon + rarity border + level indicator - Rarity system: color coding (common gray, uncommon green, rare blue, epic purple, legendary orange) - Stack display: stackable items show count, max stack size indicator - Empty slot design: subtle placeholder that doesn't create visual noise ### Equipment & Paper Doll - Character model: 3D rotating model or 2D illustration showing equipped items - Slot layout: head, chest, legs, feet, hands, accessory 1, accessory 2, weapon, offhand - Drag and drop: intuitive equip/unequip with visual snap feedback - Set bonus indicator: highlight when set pieces are equipped, show progress toward full set - Stat summary: total stats from all equipment clearly displayed - Transmog/appearance: separate appearance from stats if applicable ### Item Tooltip Design - Information hierarchy: item name > rarity > item level > primary stats > secondary stats > special effects > flavor text - Comparison mode: automatically show equipped item side-by-side with hovered item - Stat deltas: green arrows for improvements, red for downgrades, with exact numbers - Special effect descriptions: clear, concise, with exact values (not vague "increases damage") - Set information: which pieces you have, which you need, set bonuses at each threshold - Socket/gem display: available sockets, inserted gems, gem removal option ### Sorting & Filtering - Sort options: rarity, level, type, recent, value, DPS, name — toggle ascending/descending - Filter categories: equipment type, rarity threshold, level range, stats, favorites - Search: text search by item name for large inventories - Quick actions: sell all below rarity, salvage, lock/favorite to prevent accidental sale - Multi-select: shift-click or button for batch operations ### Loot Interaction - Drop moment: loot fountain, chest opening, enemy death — make it visually exciting - Loot notification: on-screen popup with item name, icon, rarity — auto-dismiss timing - Loot comparison: immediate comparison with equipped item before pickup - Auto-loot vs manual: settings for different loot tiers - Inventory full handling: graceful notification, quick-sell option, expansion prompt ### Vendor & Trading UI - Buy/sell interface: clear pricing, bulk buy/sell, buyback tab for mistakes - Repair system: repair all button, individual repair, durability indicators - Currency display: all relevant currencies with conversion rates - Crafting integration: show which items are crafting materials before selling ## OUTPUT FORMAT Inventory UI specification with wireframes, tooltip templates, sorting/filter logic, loot flow diagrams, and interaction specifications. ## CONSTRAINTS - Inventory must be usable with both controller and mouse/keyboard - All text in tooltips must be readable without squinting — minimum font sizes enforced - Rarity colors must include secondary indicators (icons/symbols) for colorblind accessibility - Performance: rendering 500+ items in inventory must not cause frame drops - Include weight/capacity system if applicable — visual fullness indicator
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[GAME NAME][NUMBER][ITEM CATEGORIES]