Posted August 19, 2020 by anomalina
#philosophy
I have made an effort in this game to keep the player grounded in some version of reality. There are no magical portals from one world to another. There are no inscrutable enchanted gizmos with arbitrary stats. No macguffins. Hopefully, there will be a minimum of red/blue/yellow "keycards" and tiresome 4-digit passcodes. There is no 5-page inventory menu with scads of items to throw at a puzzle. You can only hold one item at a time, and you know what you are carrying because it's in front of your face. Heavy items take slightly longer to pick up, and won't fit in a hole too small. Interactable objects in the world don't make themselves known with a little sparkle. There is no way-finding.
There is just a small white world whose deeper secrets require getting comfortable with the rules and geography of the place. It is my hope that doing things in this way will accomplish a few goals.
Now to a specific new feature, which seems kind of silly to write a devlog about, but which simultaneously fits all of these goals. As mentioned, you can only carry one item at a time. You have an item in your hands and you try to pick up a new one, you drop the item in your hands. Items have physical reality outside of your hands too: you can step on them or they can block your way. The bigger the item, the longer you have to hold down on it to pick up, and the slower it will move into your hands. This will, I hope, create a greater sense of immersion and weight. Now there is a class of item so big that you have to drag it on the floor. The item retains its physical presence even in your possession and it slows you down as long as you are dragging it. It lags behind you, rolling over pebbles as you move, rather than floating in front of you like a normal item. The new feature is DRAGGING of WEIGHTY ITEMS, and once I figure out all the ways it is different from merely carrying an item, it will hopefully yield some interesting new puzzles. It does work mechanically though...