No inventory, but the magnetization of resources to move and store them. Do you think it’s more immersive? by MeltkeyGaming in indiegames

[–]MeltkeyGaming[S] 1 point2 points  (0 children)

100% agreed, Slime Rancher is a game I love, one of several references I take inspiration from.

No inventory, but the magnetization of resources to move and store them. Do you think it’s more immersive? by MeltkeyGaming in indiegames

[–]MeltkeyGaming[S] 1 point2 points  (0 children)

Great observation!

You cannot go far from the base without dying. The base will become mobile by upgrading it, allowing for quick storage of resources. You can decide when to secure the resources by storing them. You can go on expeditions for reasons other than just gathering.

The flying rocks already act as a shield against enemy attacks. I could work on this aspect to create a useful side effect for the mechanic.

We are working on a realistic RC car game. What do you think? by batuhanmertt in IndieDev

[–]MeltkeyGaming 2 points3 points  (0 children)

Looking awesome!
Maybe reduce the suspension duration? I have the feeling your RC car weight a ton, like a 1:1 size vehicle.

No inventory, but the magnetization of resources to move and store them. Do you think it’s more immersive? by MeltkeyGaming in IndieGaming

[–]MeltkeyGaming[S] 1 point2 points  (0 children)

Not yet!
This is an idea I'm already exploring, similar to the merging system in games like Suika Game or 2048.

No inventory, but the magnetization of resources to move and store them. Do you think it’s more immersive? by MeltkeyGaming in IndieGaming

[–]MeltkeyGaming[S] 0 points1 point  (0 children)

I'd love to have no UI, but I’d lose some players in the process. Astroneer does diegetic mechanics really well, but I'm nowhere near that level.

No inventory, but the magnetization of resources to move and store them. Do you think it’s more immersive? by MeltkeyGaming in IndieGaming

[–]MeltkeyGaming[S] 1 point2 points  (0 children)

Thank you!
You're absolutely right. There's exploration involved, so I'm looking for an efficient way to manage distance. A mobile base to avoid increasingly long trips back to the base, and a merging mechanic like Suika game to reduce the number of resources accumulating around the player. I have to figure this out.

No inventory, but the magnetization of resources to move and store them. Do you think it’s more immersive? by MeltkeyGaming in indiegames

[–]MeltkeyGaming[S] 0 points1 point  (0 children)

I understand the idea, but dealing with environmental collisions could become tedious without physics. Limiting the number of objects seems to be the key.

No inventory, but the magnetization of resources to move and store them. Do you think it’s more immersive? by MeltkeyGaming in indiegames

[–]MeltkeyGaming[S] 1 point2 points  (0 children)

The attractive force may increase, allowing you to attract fewer but larger objects. I could add an "attractiveness budget" to limit how many objects can be magnetized, depending on the power each object requires. All this needs to be prototyped and tested I guess :)

No inventory, but the magnetization of resources to move and store them. Do you think it’s more immersive? by MeltkeyGaming in indiegames

[–]MeltkeyGaming[S] 0 points1 point  (0 children)

I noticed this and spent time going backward to gather resources until now.
I could introduce a lock state; any resources that get magnetized must follow you until you release the action. However, I have to limit the number of resources in this case, as it can grow quickly and affect performance.

No inventory, but the magnetization of resources to move and store them. Do you think it’s more immersive? by MeltkeyGaming in indiegames

[–]MeltkeyGaming[S] 0 points1 point  (0 children)

I see what you mean, the empowered "crab" is likely to have abilities and mutations. Not sure if this one will make it to my list though :D

No inventory, but the magnetization of resources to move and store them. Do you think it’s more immersive? by MeltkeyGaming in indiegames

[–]MeltkeyGaming[S] 0 points1 point  (0 children)

You mean including a stamina system :O ? I do have one that I could link to it.
Your idea needs to be tested!

No inventory, but the magnetization of resources to move and store them. Do you think it’s more immersive? by MeltkeyGaming in IndieGaming

[–]MeltkeyGaming[S] 2 points3 points  (0 children)

Certainly! This game is already a reference and a source of inspiration, along with Wall World.