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Endoria Devlog #2 — Inventory System & Main Quest Flow

This update is all about two pillars that shape the gameplay loop:

  • inventory system (what you own, what you equip, how loot is managed)
  • quest line flow (how the story progresses and how “quests” are structured)

 Everything here is still actively iterating — I’m aiming for a tight, readable not overwhelming UI.

Inventory system

Design goals

  • Fast to read (rarity/slot type/stack size at a glance)
  • Low friction (drag & drop, quick actions, minimal modal spam)
  • Built for future systems (crafting, trading, quests/loot, ship progression)

UX notes (what I’m aiming for)

  • Tooltips on hover/tap: name, rarity, stat lines, requirements, text
  • Rarity borders (common → rare → epic → …) + consistent iconography
  • Safe moves: validation on the backend + immediate UI feedback on failure
  • Sorting/filters (planned): type, rarity, item level, slot type, “new”

Where loot comes from

Inventory ties directly into the progression loop:

  • quest rewards
  • solo expeditions rewards (actualy in progress)
  • shop purchases
  • (later) crafting and world events

Resources (ores & mining)

Alongside “normal loot”, Endoria also has a dedicated layer of “resources” — especially ores you’ll harvest over time and later turn into bars.

What I want from the resources layer:

  • Instantly recognizable: ores should be readable even as small icons in a grid
  • Stackable & clean: resources shouldn’t clutter your inventory UX

How it fits the loop:

  • resources are collected from the world (not only quest reward tables)
  • they’ll feed into progression systems like upgrades/crafting (and more later)
  • the mining/harvesting gameplay is already designed — but I’m not ready to reveal the exact mechanics yet :)

For now i have prepared these types:

 

Quest line flow

Instead of a single endless list of quests, the story is split into “packs” (think chapters/regions/DLCs...). Each pack has its own theme, visuals, and reward profile.

At a high level the flow is:

  1. You pick a ship (your character). 
  2.  You enter the quest terminal / pack selection. 
  3.  You start a quest in a pack (little "dialog"). 
  4.  You complete it and get rewards + progression 
  5. The next quest in the pack becomes available.

Some screens: