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Wireframe example for Grid Inventory Screen
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Grid Inventory Screen

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Design the in-game inventory bag as a grid of item slots, shown on a pause or loadout screen. The player should be able to scan what they own, see what is equipped, and understand what can still be moved or combined.

The core interaction is drag-and-drop: move an item to an equip slot, swap it with another item, or stack it with matching items in the bag. The layout should make item size, stack count, and equipped state obvious without extra taps.

Treat the grid like a game surface, not a file browser. Items may vary in shape or occupy multiple cells, so the arrangement should help players read space usage and avoid misdrops.

Make room for quick decisions. The screen should support selecting an item, showing its destination options, and giving clear feedback when a slot is blocked, full, or incompatible with the dragged item.

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Use a strong drag preview with the item’s footprint and stack count visible while moving, so players can predict where it will fit before releasing.

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