FIELD NOTE 06 / Gameplay / DEVELOPMENT ARCHIVE
What you carry should matter.
Gather herbs, inspect the traveller's satchel, and change equipment you can actually see.
A readable traveller's satchel
The inventory began with a focused goal: collect and inspect. A charcoal interface, item grid, stack counts and details panel let players examine three provisional herb types. E gathers a plant; I opens the inventory. Harvested plants stay in the world with their magical accents switched off.
From ingredients to equipment
The system now supports a weapon, helmet, torso, trousers, gloves and boots. Defeated human enemies can be looted after combat. Equipping a replacement updates the visible gear and its stats while retaining the player's chosen identity. Changing equipment is restricted during combat and staging.
A session, not a permanent save
Inventory survives encounter retries. Restarting the opening or closing the game clears the session. Crafting, usable magic, trading and a persistent save system are not part of this prototype. The herbs establish a foundation for later work without promising magical effects they do not yet have.