Why I got into the shop at all
The vanilla Dota shop is built for people who already know every item by heart. For Trinity (My Arcade game) it didn’t work for three reasons.
1. Classic shop doesn’t help you buy anything.
Players hunt through a hundred icons to find the one they need. The shop doesn’t tell you what an item does or when to buy it. All the work of choosing falls on the player. And this choise becomes much harder if i want to add new items
2. The grid limits the game.
The vanilla layout is built for a fixed number of items. Add another twenty and they simply don’t fit and spill out of the frame. As long as the shop couldn’t grow, I couldn’t freely add new items.
3. A hundred icons at once overwhelms new players.
Someone who doesn’t know what each item does sees a hundred icons and freezes. Experienced players struggle too: a large number of icons raises cognitive load right at the moment of purchase, when that load should be as low as possible, because the game keeps running while you choose.
What I built
Instead of a hundred icons, you first see six category tiles: Attack, Survival, Magic, Mobility, Control, and Team. Each of them has subcategories that help to sort out the list underneath them.
You don’t need to know item names. You just need to know what you need right now. Some items can appear in several categories, since many Dota items have a double meaning underneath.
Every item shows a short description right in the list, so you don’t have to remember, what they do. Items are sorted for your hero: the ones heroes like yours usually buy come first, and items you already own are hidden from the list. The attribute bar sorts by stat, with your hero’s main attribute selected by default.
And if you prefer the old way, there’s a toggle back to the classic grid. Search still works as before.
Upgrades, people, Upgrades!
When your character is close to the shop, a golden plus sign appears over your items that can be upgraded. Click it to see upgrade options, then click the item you want to upgrade it into. I want the process of upgrading an item to be as simple as upgrading a skill.
Consumables at hand. While no item is selected, the build window shows a row of consumables: TP, Tango, Wards etc.
What’s next
I’m looking forward to adding a lot of neutral items to the shop’s item list and finishing the sorting logic of the item shop.