In Escape the Pacific you have several inventory mechanics. Some of them are available from the beginning and some of them will have to be crafted during gameplay.
The player starts with the initial inventory which are the pockets on the pants. There are 2 big pockets to hold general items and 5 smaller ones that can hold items like compass, watch, map etc.
The player can expand his inventory by crafting carry-on items such as a Backpack, a Side Bag and a Toolbelt. Each of which are used in different situations, each having its own limitations. They must be equipped for the player to have access to the content.
Each carry-on inventory has unlimited slot capacity and is limited only by the maximum allowed carrying weight and volume. Every carry-on inventory item is craft able in different variations: Small, Medium, Big (Currently only the small version is implemented).
The Backpack is representing the base carry-on inventory system.
Depending on the situation, this item can be very useful or very dangerous. For example, if the player is gathering items (coconuts, rocks etc.) the backpack comes in very handy to store these items. However, if the player is going for a swim, the backpack can contribute to pulling the player to the bottom of the ocean, due to its weight, resulting in drowning.
The player can also not swim fast while having the backpack equipped. It is very advisable to drop it in a safe spot before going for a swim.
The Side Bag is the less limiting carry-on inventory item.
It is smaller than the Backpack and it is not limiting the player when swimming.
This is the ideal carry-on inventory for collecting oysters from the bottom of the ocean.
The Tool Belt is the least limiting carry-on inventory item and gives the player the ability to store tools and items to the quick access functionality. As the name says, it can be used only for storing tools like knives, axes or hammers. Even though the toolbelt itself is not affecting the player while swimming, the weight of the carried tools in it can draw the player underwater, resulting in drowning.
The weight management mechanics of all carry-on inventory systems are affecting the player both on land and in water.
On land, the player will be less agile until the related skill goes up. For example, in case the player is carrying heavy weight and the related skill is low, the player will not be able to run.
In water, the player can drown if he’s carrying or collecting too much weight in any of the inventory items (Backpack, pockets, tool belt etc.). With future development, we plan to link the weight system to the swimming skill so that the player can carry more weight while swimming, depending on his swimming skill level.
In order to avail of the functionality of any carry-on inventory item, said item needs to be equipped. Every carry-on inventory item can be equipped independently. Like every other crafted item, they also have durability. Over time they can turn unusable and the player needs to craft new ones. With future development, we plan to implement degrading of the item quality and carrying weight capacity degradation. We also plan to implement repairing ability for the same.