Core ideas: brainstorm list (aspirational) #8
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Purpose
Catch-all brainstorm list. Each idea is a comment below with full details. Aspirational — if something doesn t make the cut, that s fine. This is the wishlist, not the roadmap.
New ideas get added as comments.
Mechanic: volumetric backpack (Ghosts of Tabor-style)to Core ideas: brainstorm feature list (aspirational)Core ideas: brainstorm feature list (aspirational)to Core ideas: brainstorm index (aspirational)Volumetric backpack (Ghosts of Tabor-style)
Non-clipping volumetric backpack — physical item placement with real volume, not a grid inventory.
Details:
Weight system (ITR-like):
Design implications:
Open questions:
Multiple storage types: pouches and Affected Bracers
Several distinct ways to carry items, each with its own role.
Backpacks — main volumetric storage, weight-limited (see above).
Pouches — smaller, specialized storage. (Details TBD — what distinguishes a pouch from a small backpack? Belt-mounted? Item-type-restricted?)
Affected Bracers — wrist/forearm-mounted quick-access slots.
Design implications:
Open questions:
Functional artefacts (tools, not just collectibles)
Artefacts should have USE beyond hoarding or selling. Things that are reasonable — tools, not just collectibles.
Details:
Design implications:
Open questions:
Item system: Affected % and Affliction
All items have an Affected % stat. Items found in the Region are always degraded and affected.
The lifecycle:
Degradation isn t just decay — it s a path to transformation.
Design implications:
Open questions:
Ability-based interactables
The environment reacts to your abilities (you are an Entity of the Region — see #6), not just your hands.
Examples:
Design implications:
Open questions:
Artefacts with unwanted passives + container system
Some artefacts have passive effects you do not want.
Example: an artefact that illuminates the room — great for seeing, terrible for stealth. Draws attention to you.
The solution: containers. Containers suppress the passive while the artefact is stored.
Container tiers:
Design implications:
Open questions:
Core ideas: brainstorm index (aspirational)to Core ideas: brainstorm list (aspirational)Base building: haul it home, place it freely
Find containers, shelves, furniture out in the Region and bring them back to base to build and decorate. Not a build mode — just the interaction system pointed at big objects.
Carrying and dragging
Placement: free, no grid, no snap, no build menu
Sanctuary rule: no corruption at home
The Player PDA and locking
Cross-refs: #21 (hub design — the hub is now earned by hauling), #24 (persistent volumes / inventory stages), #4 (safe zones and Signal strength).
Smaller correction than what I said, the players existence isnt what makes an area safe, its like dead zones for your cellphone, there are areas that despite cell towers being everywhere, the signal just cant reach as well. thats what these "Safe Zones" are, areas where the signal is weaker and cannot penetrate as well.
The dead-zone model is cleaner than the player-caused framing, and it unifies with the existing lore better than the old version did: the Observers' Dead Air jammers are just artificial dead zones -- same phenomenon, engineered. Natural signal shadowing (terrain, structures, interference) + jammers = one consistent mechanism instead of two.
It also hands us a gameplay hook for free: safe zones become discoverable geography rather than a radius around the player, and signal-strength cartography fits the radio-channel idea -- the PDA mapping the Signal the way the radios hear it.
One thread this reopens: if the player's existence doesn't make an area safe, the hub needs its own causal story. Is it sited in a natural dead zone, shielded somehow, or is the player personally resistant (failed carrier, made too human) while the area itself isn't? Worth pinning down before the hub design solidifies, since the sanctuary framing in 521 assumed the old model.
Layers + the Traversal space (Zach, 2026-10-22)
Layers. The game organizes into strata — World, Traversal, Player, Avatar — akin to Resonite's slot hierarchy in spirit, with per-layer laws (lifetime, save ownership, authority direction: Player drives Avatar, Avatar never drives Player). The persistent Game root already holds them in embryo: level slot = World, rig = Player, arms/model = Avatar.
Residence model: "Held By X". Resonite-style parenting is simulated semantically, not structurally: every item carries a holder — user, world, or container — which is the runtime source of truth for where it lives (this is the #28 location model, promoted from serialization detail to live rule). The scene tree is a view of that graph; picking something up is a relation change.
Traversal (the layer between worlds). Mechanics as dictated:
This also settles the fog-path ownership question left open in the menu/map architecture: the transition space belongs to the persistent root's Traversal layer, sibling to World.
— Lantern