TLDR:
Replace text labels for loot with icons.
Icons are transparent and unclickable - they just inform player that something of specific type is here.
Icons impact situational awareness lot lesser then textwall.
Specific items class display can be toggled on and off.
Specific items class can be set to be auto-grabbed into inventory.
When “Alt” is pressed - text labels are dislpayed as usual.
Reasons:
Little to no battlefield obstruction by loot-text-wall.
Clear indication of “need stuff” on the ground.
Loot icons and loot selector:
Columns in item selector menu:
Item group - item group icon - will icon be displayed at all - will character grab item from this group into inventory - order of icons, from top to bottom.
Screen with loot textwall:
Same screen with icons (some additional icons added):
Disclaimer:
This is a proof-of-concept. Just because right now I may not choose the best way to implement this system, let alone create a mod for Grim-Dawn. (Well, I can go nuts and waste a month into modding with unpredictable result, right now I’m too sober.)
Also icon shape and size (and colour, and icons instead of 3-d models) are not set in stone.
Usually loot amount in game is acceptable. Usually. When common and magic disabled for example.
But sometimes loot hits the fan, or even lootsplosion happens.
Outcome of this is all screen in text, and somewhere beneath thick layer of labels something keeps hitting you.
Logical flowchart looks like:
- Kill’em all.
- Collect loot.
- Find someone else to kill.
- Repeat.
It’s not that comfortable to turn off loot display completely - to get rid of consumables for example - and to press Alt after each kill - feels like monk from Diablo:Hellfire - “The Monk has inherent access to the Search skill”.
In the killing phase I want as little distractions as possible, I want clear movement with no missclicks.
To achieve this, icons must be “immaterial” - unclickable, uninteractable by any means except loot auto-grab.
Their point is solely to indicate the there is something player need - nothing gets lost.
Loot can be collected when area is secured - and will be, safely and responsibly.
Sample icons color and shape are not random.
Colors are same as items descriptions ones.
As for shape - item icons are designed to prevent complete overlapping.
That’s why we need order of icons - to never miss most important thing for player.