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And it's definitely clunky. If you need a tutorial to figure out how to use an item in inventory, the interface sucks. The job of interface designers is to make things intuitive, not design some draconian yarf muppet interface and then say "we'll explain it in the tutorial."
#cancelled
With the way the inventory in this game works, it makes sense to me, plus it's explained in the tutorial, which I personally say is enough.
That I do agree with, the way it displays things could (and likely will) be improved over time. This is one of the blessings of Early Access, the devs get to see what does and doesn't work for people.
So you like it when people reinvent the wheel? When a wheel is all you need...
here's an idea: make objects usable from inventory.
That's the wheel. It didn't need reinventing; objects have been usable from inventory in games for decades.
You need a tutorial for Adobe Premiere or Maya. Just about any game that needs a tutorial has poorly designed interface because there aren't enough features to justify a complex, non-intuitive interface.
We only get so long on the clock before we can refund a game. Tutorials are time sinks in games, and good games (like Valheim) don't need them.
And Valheim has a bird that tutorializes everything so hard that people use dev commands and mods just to get rid of him.
You did name the thread quite well, though.
*12 seconds into a new file*
Hugin: You picked up some sticks and rocks! Use it to make a hammer!
You found a berry! Put it in your face!
You made a workbench! Use it to make things!
This is the Black Forest. A troll will be with you shortly.
It's cold! Cold sucks!
Shields are for blocking!
Mining picks are used for mining!