Core ideas: brainstorm list (aspirational) #8
Loading…
Reference in a new issue
No description provided.
Delete branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
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)