What equipment slots would you like to see in Mechaenetia?

Isn’t the idea of equipment slots maybe a little unnecessary in heavily voxel based game? Since player models are (to my knowledge) planned as collections of voxels and armor therefore probably too, can’t we just do a collision check?

We wouldn’t even have to define strict categories for things, just a body part it attaches to, when creating the wearable the exact position on said body part and voxel shape of the piece would be determined by the player.

One limitation with such a system would however be organically layering equipment, but I think that problem could also be overcome in multiple ways. Some voxel types for example could simply be overridden in case of a collision, like cloth being compressed under plate armor. Some equipment could maybe be freely placed on the player model, instead of defaulting to a set position on a set body part. Furthermore, since the player can dynamically create pieces that consist of multiple things, like a helmet with integrated wrong beard, the layering problem wouldn’t even be that bad, since existing equipment can be changed and extended, making the losses in modularity not nearly as impactful.

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