#Action-Linked Inventory & Volumetric Storage

17 messages · Page 1 of 1 (latest)

neat plinth
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Volumetric Storage Constraints
Realistic Slotting: A standard t-shirt pocket provides only enough UI slots for small items (e.g., a pen, single loose rounds).
Weapon Storage: Firearms and large gear cannot be placed inside basic clothing slots; they require dedicated holsters, slings, or appropriately sized bags.

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Tiered Inventory Access & Vulnerability States
Tier 1: Immediate Access (Body Apparel)
Locations: Torso, waist, and leg pockets.
Mechanic: Seamless UI access. Can be accessed while moving via quickslots, maintaining maximum situational awareness.

Tier 2: Sling Packs (Small Backpacks)
Mechanic: Segmented into a separate UI tab. Opening this tab triggers a brief "shoulder-sling" animation.
Impact: Minor action delay. The player remains standing and retains limited mobility while interacting with the bag.

Tier 3: Heavy Rucksacks (Large Backpacks)
Mechanic: High-capacity storage requiring a mandatory "unequip and drop" animation. The camera shifts to a focused, crouched perspective.
Impact: Maximum vulnerability. The player is rooted in place and suffers narrowed vision. Closing the UI requires a mandatory "stand up/re-equip" recovery animation before movement can resume.

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Dynamic Gear Modularity
External Quick-Slots: Certain packs feature exterior pouches, adding hotkey-accessible UI slots for essential items (e.g., canteens, medical gear) without needing to open the primary inventory screen.
Load-Bearing Loops: Tactical or hunting packs feature external attachment points, enabling mechanics like strapping heavy loads (e.g., animal carcasses) for dragging to extraction points or vehicles.
Front-Mounting (Chest Rigs/Reverse Backpacks): Players can opt to wear packs on their chest. This upgrades the pack to Tier 1 (Immediate Access) but forcibly grays out/locks access to underlying torso apparel slots in the UI.

stray imp
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Basically Zomboid.

neat plinth
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Moved this to the already created "Realistic" loot system suggestion

sly hemlock
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I think you can mix Tarkov with Scum

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but it would look more like this visually

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and would have slots for each piece of clothing

elder linden
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this is already planned

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atleast watch the dev diaries before posting the same things, over 20 suggestions were about this and they didnt watch the diaries

stray imp
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Honestly that 2nd image looks terrible to me.

Important for Ardem to find its own style and not piggyback off already successful games.

sly hemlock
stray imp
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Might just be me, but that looks way to elementary. I know it's AI, but that looks like an inventory system you'd see on Roblox.

sly hemlock
stray imp
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Oh I gotcha now, they announced quite some time ago they were moving forward with this style of inventory.

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Tetris basically.

sly hemlock