Welcome to Planewalker Games! We are the home of The Broken Hourglass, a new CRPG in development for Windows, Macintosh, and Linux computers.
Rules and Mechanics: The Quantum Mechanics of Inventory PDF Print
It is a truth universally acknowledged. A single adventuring party in possession of a well-organized inventory of powerful items must have already won the game.

To put it another way-inventory screens are rarely the most impressive features of computer games. Game designers have struggled with inventory management concepts since the days of Colossal Cave. There is no clear formula that provides the perfect balance of player convenience and intriguing simulation, but in The Broken Hourglass, we have designed inventory and rules relating to equipment management around these guidelines:

- Maximize the usefulness of carried objects by providing multiple equipment groups which players may select between using a single click.
- No equipment management "mini-games." Players should not have to be good Tetris players or trunk-packers in order to have their characters carry equipment properly.
- The game should not force players to leave interesting or important objects lying around. The game should also not force players to run a shuttle cargo service.
- No arbitrary limits on the number of items in an inventory.
- Ensure that all of the above still make sense while still preserving a concept of equipment weight and encumbrance.

There are two linchpins to our solution.

The first is the concept of party inventory. Every creature in The Broken Hourglass is considered to be the member of some party. The player character and his or her allies form one party. The garrison at the city gates would form another party. A merchant and his guards would represent yet another party. Just as every creature has an inventory, every party is granted an inventory as well. All members of a party may put items into or take items out of that party's inventory.

The following rules apply to party inventory:

- Items in party inventory do not count against the carrying capacity and encumbrance of any of the party members. In that sense, every party could be thought of as having a "shared portable hole." However...
- No item in a party inventory may be equipped. (It would not mean anything to say "The party is wearing this pair of Boots of Judgment.")
- Party inventory may be interacted with at any time during normal exploration, but party inventory is strictly off-limits when combat begins. Objects may not be placed into or removed from party inventory during combat. So you might be carrying the Halberd of Ultimate Mastery in party inventory to save on weight penalties, but if you are ambushed while it is still in party inventory, no one will be able to use it to defend the party.
- When a thief attempts to pickpocket a victim, the victim's personal and party inventory are both considered. However, items in party inventory are considered to weigh twice as much as they would in a personal inventory. Items which have higher bulk-weight are more difficult to pickpocket, and there is also a hard cap on the bulk-weight of any item which may be stolen. Therefore, items in party inventory are more difficult to steal than they would be in a personal inventory, and only smaller/lighter objects may be stolen. (As an aside, equipped items may never be stolen.)
- When the last member of a party dies, then and only then do the contents of the party inventory drop.

In this sense, then, the party inventory exists in a state of uncertainty. Items are treated as possibly being available to all members of the party at all times (and to anybody attempting to steal from a member of that party), but the privileges of unlimited party inventory carrying capacity are balanced against the lack of access to party inventory in crucial combat situations.

The second linchpin is the itemset. Each creature in the game may have up to four unique, independently-managed lists of equipment ready to go at any moment. Switching between these equipment sets is done in zero-time--that is, the character incurs no penalty and the player need only click one button to make the switch. (If an attack is underway while an itemset is changed, however, that current attack is aborted.)

Any item in a character's inventory may appear in any number of itemsets--from zero to four. The only exceptions to this rule are "unswappable" items, which when equipped are considered equipped in all itemsets. Typically, unswappable items are those which cannot reasonably be considered to be quickly disposed of or changed. Armor, for instance, is unswappable. Most weapons and miscellaneous equipment is swappable.

Therefore, a typical warrior's itemsets might look like this:

Itemset One:
-    Longsword
-    Small shield
-    Helmet
-    Leather armor (unswappable)

Itemset Two:
-    Longbow
-    Helmet
-    Leather armor (unswappable)

Itemset Three:
-    Spear
-    Leather armor (unswappable)



The final important implication of the inventory system relates to mana. Many magical items require a mana cost in order to equip them--that is to say, if one wishes to pull a powerful artifact such as Excalibur from the stone and hoist it aloft, one must have artifact-level mana.

Therefore, equipping a magic item--that is, telling the game to place it into one or more itemsets--will typically cost mana. Consider a simple case: if Sanelon has 50 mana and puts on the Bracers of Understanding which carry a mana cost of 15, he will have 35 mana left over with which to cast spells or equip other magic items.

The concept of itemsets complicates matters somewhat. Consider this more complex example, with two itemsets.

Itemset One:
-    Bracers of Understanding (15 mana cost)
-    Magical sword (10 mana cost)
-    Magical ring (10 mana cost)

Itemset Two:
-    Magical spear (10 MC)
-    Magical necklace (5 MC)

Itemset one has a total mana cost of 35: 15 for the bracers plus 10 for the sword plus 10 for the ring.
Itemset two has a total mana cost of 15: 10 for the club and 5 for the necklace.

When computing mana cost, the cost from the single most expensive itemset is used. In this example, Sanelon will commit 35 mana to controlling his magical items and be left with 15 mana for spells. Simply switching between itemsets will not change this charge. This is done so that it is not possible for a character to "overspend" mana on enchantments--if the game charged Sanelon 15 mana for Itemset Two, he might cast an Armor spell of 30 mana and be left with only 5 mana points. If that happened, it would be illegal for him to change to Itemset One as he could not afford to wield the magic items and preserve the spell simultaneously. If Sanelon needs more mana available he will have to un-equip an item in his costliest itemset, Itemset One.

Again, itemsets represent a certain amount of uncertainty and flux--Sanelon may wield any of these items at any moment. Rather than penalize him for all five unique items which might be equipped, we simply charge him the biggest amount he might pay at any given time by calculating the costliest itemset. Only those items currently assigned to an itemset are counted toward mana cost--anyone may carry around a sack of powerful magic rings without penalty.

Note that one may have mana but not have any magical proficiency. Such a person may equip and use magical items, provided that they meet the mana cost requirements, but not have any innate ability to cast spells. These people are generally considered to have strong willpower and an instinctive ability to shape the magic already infused into a device, but lack the knowledge or patience to work the raw magic inside themselves to cast spells.

Last Updated ( Sunday, 18 February 2007 )
< Previous   Next >