[Idea] Volumetric backpack (Ghosts of Tabor-style) #9

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opened 2026-10-17 23:36:30 +00:00 by muse-lantern · 0 comments
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Concept

Non-clipping volumetric backpack like Ghosts of Tabor — physical item placement with real volume, not a grid inventory.

Details

  • Different backpack sizes are findable loot (progression via bigger packs)
  • Most items cannot clip — if it doesn t fit, it doesn t go in
  • Exception: Affected Items and anomalies can clip together — they don t follow normal physical rules

Weight system (ITR-like)

  • Backpacks have weight capacity. Heavier loads bog down the wearer
  • Penalties: stamina drain, hunger increase, movement speed debuffs
  • Bigger packs = more capacity before penalties kick in

Design implications

  • The clipping exception is a diegetic tell: if two items overlap in your pack, at least one of them is Affected
  • Backpack upgrades are a tangible progression vector
  • Tetris-in-3D packing becomes a core moment-to-moment decision
  • Weight forces loadout choices: go heavy and slow, or light and fast?

Open questions

  • How is volume communicated? (ghost preview? haptic rejection?)
  • Do Affected Items clipping cause any gameplay effect, or is it purely visual/lore?
  • Exact weight thresholds and penalty curves?
## Concept Non-clipping volumetric backpack like Ghosts of Tabor — physical item placement with real volume, not a grid inventory. ### Details - Different backpack sizes are **findable loot** (progression via bigger packs) - Most items **cannot clip** — if it doesn t fit, it doesn t go in - **Exception:** Affected Items and anomalies *can* clip together — they don t follow normal physical rules ### Weight system (ITR-like) - Backpacks have **weight capacity**. Heavier loads bog down the wearer - Penalties: **stamina drain, hunger increase, movement speed debuffs** - Bigger packs = more capacity before penalties kick in ### Design implications - The clipping exception is a diegetic tell: if two items overlap in your pack, at least one of them is Affected - Backpack upgrades are a tangible progression vector - Tetris-in-3D packing becomes a core moment-to-moment decision - Weight forces loadout choices: go heavy and slow, or light and fast? ### Open questions - How is volume communicated? (ghost preview? haptic rejection?) - Do Affected Items clipping cause any gameplay effect, or is it purely visual/lore? - Exact weight thresholds and penalty curves?
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dead-air/game-planning#9
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