Right now, there are… a /few/ problems with the inventory screen, to say the least. The most complained about is the intrinsic item limit that occurs as a result of this implementation (or at least the fact that it is so low). I’d like to propose a new idea:
Every item is represented by a paired combination, a number and a letter. Every item is also distributed to a “page” associated with that number, and probably with a category of some sort, meaning that items on page 1 (the first page) can be accessed without hitting a number first, since the number is assumed. Items that the character has equipped/worn would appear on page 0.
As an initial proposal, pages here could represent what the categories are currently (except page 0, which would be worn and equipped items).
Flow: (Quoted items represent some keypress action, I don’t actually remember default bindings)
“inventory” enters the inventory screen.
You are presented with a list of items across two columns (if needed), representing the items in Category 1 (Miscellaneous?)
You can either press a letter to select an item from this screen, or press a number to switch to another screen, and then press a letter.
Pressing a number twice will switch to the most recent number pressed (so only the last number pressed matters for selection purposes)
The default screen depends on the way the inventory screen is accessed:
“eat” brings you to the Comestibles page
“activate/apply” brings you to the Tools page
“equip” brings you to the Equipment page
“reload” brings you to the Ammunition page (assuming it doesn’t happen automatically)
But no matter what page you default to, you can always use the same specific number/letter combination to immediately access the same item.
Obviously, you’d still be under the limitation of 52 items per page, but it seems a significant step up from what we have now.