
Tetris-style Inventory
Design a game inventory screen where every item is a shaped piece that occupies cells in a spatial grid. The player is not just sorting loot; they are fitting weapons, tools, and consumables into available space by placing, rotating, and moving them around.
The screen should feel like part of a game UI, not a desktop organizer. Show the pack or stash grid clearly, with item silhouettes, occupied cells, and a few differently shaped items that make space management a real decision.
The interaction is the core of the challenge: pick up an item, preview its footprint, rotate it, and snap it into open cells. The layout needs to make collisions, valid placements, and free space obvious without slowing the player down.
This inventory should support quick decisions during play. Include enough context to understand what is equipped, what is stored, and what can still fit, while keeping the focus on the spatial puzzle of packing items efficiently.
Use a strong placement preview: valid cells, blocked cells, and the item’s final footprint should all change state together before the drop.
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