The Chronicles of Elyria site has been updated with a new production update blog post that goes into a great deal of detail about the inventory management system. Much of the team's time is centered on this feature now that the first iteration of character creation system is well underway. "The bulk of the work is all about presentation, by which I mean UI/UX." the post reads before launching into a lengthy description of the various mechanics involved in inventory management.
Here are a few highlights of inventory management:
From there the post turns to a discussion of how gear has two layers: The first is what protects a player from the elements; the second depends more on "the activity you are performing or the role you serve".
Though there is a lot of thought put into the equipment and layering system that will provide characters endless ways to express themselves through form and equip themselves for function, really all we want to do at this stage is be able to don and doff a couple different options in each slot! So while Snipehunter and the design team are up to their elbows in the gameplay implications, Irreverent is making sure we've got a few options to try on and Racronos is making sure that there's some feedback, in the form of animation, when you change equipment. Donning and doffing equipment will take some time, depending on the item. For example, putting on a shirt is pretty easy and won't take long...unless you have to first take off your breastplate and padded tunic to reach it and then put those back on after you're done!
The final section deals with world interaction and how inventory management will have an impact as well.
You can check out the lengthy post on the Chronicles of Elyria site.