- A default inventory that can be called as a common event just like the message box
- A simple inventory that can store 4-8 items that the player can aquire
Mockups:

Why is this feature good?
- I think many people, both players and developers came to the Visual Novel Genre from the Ace Attorney game or Point and Click games and would appreciate a rudimentary inventory already implemented into the engine
- Even if you are making a more traditional Visual Novel you can make some variations by showing some items instead of actual respons choices.
Possible issues with this feature?
- Far from all visual novels uses an inventory and if it is a part of the default interface via common events there may be conflict problems.
- There are already a large amount of inventory tutorials on youtube and other websites. Is it necessary to have one built into the engine?
Although it is fairly easy to cobble together a inventory from online tutorials, I think that a lot of people coming to VNmaker are fairly new at game developement and would appreciate a really simple inventory system. It could be called like a common event (just like the message box) either by certain points in the game or by the player him/herself. Under the collection tab in the editor there could be an additional collection list called "Inventory items" where the developer could add the graphics for the items. Then, when things happen in the game there could be a aquire item event (just like join screen, for example) which means the item is placed in the inventory. Naturally there is a similiar even for when an item is used or consumed. I am aware that far from all Visual Novels have use for something like this, but I hope this thread works as a gauge of how many Vns use a inventory system.