Design: Backpack weight — weight-bounded carry (not slots) #99
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marco/IsoMmo#99
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Design doc:
docs/game-design/systems/backpack-weight.mdYour backpack is bounded by weight, not slots — carry capacity scales with Strength (race-ready), so what you haul is a real choice, UO-style.
Player POV
You loot the world. Every item has a weight in stones; the backpack shows a running current / max. A pickup that would push you over the cap is simply refused — you decide what's worth carrying. Coins/bulk stack into one pile (with an amount) whose combined weight counts like everything else; gold is heavy, so a fortune is a deliberate cost. If something loads you past max (a debuff/trade), you're overweight and can't move until you drop enough.
Six-lens summary
pickUp/drop/equip/unequip/moveintents and displays the number.MaxWeight = race.BaseCarry + Str * race.CarryPerStr(one Human profile today; a race is data later).current / maxstones in the backpack panel (red near/over cap); refusal → journal line + overhead ("It's too heavy."); over-max move → "You are too fatigued to move." MVP grid is display-only (weight is the real limit).Definition of Done (player-observable)
Verdict: go, with the MVP scope above.
Technical breakdown to follow (separate review).
Design complete. The design doc
docs/game-design/systems/backpack-weight.mdwas merged in #100, together with the client backpack rework (own-art gump + a weight-agnostic invisible interior grid). Per the game-design workflow, this design issue ends here.The server-side enforcement (MaxWeight from Str, per-item stone weights, stacking/amount, refuse-a-pickup-over-cap, overweight-can't-move) is a separate implementation issue to open when M6 stats/skills (#8) land. Closing as design-done.
marco referenced this issue2026-07-25 18:51:38 +02:00