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Corix RID
Corix RID

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Skellar Dev Log #2: Backpack System

Why an Inventory System?

Let's be direct. Making the process of learning inherently fun is a near-impossible task. Our solution is to use extensive gamification to wrap and enhance the entire learning behavior cycle. When selecting these auxiliary systems, we set a few core principles:

  • Lightweight: Avoid requiring players to invest excessive energy in the game itself.
  • Low Complexity: The system design must be intuitive and easy to use, without adding to the learning curve.
  • A Sense of Home: Create a familiar and comfortable virtual environment.

Based on these considerations, we ruled out heavy-duty competitive, strategy, or management-style systems. After two days of rigorous market research, I've narrowed down the most suitable systems for integration:

  • Inventory & Items
  • Crafting
  • Pets
  • Gacha
  • Monopoly
  • Quests
  • Levels
  • Leaderboards
  • Companions & Guilds

Inventory Limits: A Design Feature, Not a Flaw

As players, we often want maximum convenience and unlimited resources. However, this very desire stems from an initial state of inconvenience and resource scarcity.

This is the key element of gamified design: Engineered Scarcity.

A good game design must be "appropriately troublesome" or "lack human-friendliness" to spark player engagement. Limiting inventory space forces players to make choices and prioritize what's truly important.

The Stamina System: Why Restrict the Player?

The stamina system is often a point of frustration for players, but its underlying design logic is based on several psychological considerations:

  • Regulating the Dopamine Loop: By intermittently limiting rewards, we can effectively increase a player's desire for the next action.
  • Preventing Player Burnout: We don't want players to exhaust all content in a short period, leading to content droughts and player churn. The stamina system distributes content over time, maintaining long-term player retention.
  • Extending Product Lifespan: With daily or regular stamina replenishment, we ensure players consistently return, keeping the community active.
  • Balancing Player Equity: Stamina limits the playtime of heavy users, giving casual players a chance to catch up and helping maintain a healthy ecosystem.
  • Promoting Knowledge Digestion: This is especially crucial for our product. Learning is an intense cognitive activity, and prolonged sessions can lead to fatigue. Forced breaks help players genuinely digest knowledge and prevent "one-time complete fatigue."

Guiding Stars: An Investment in Personal Growth

Guiding Stars are, in my opinion, the most creative highlight of our item system. They represent a visual learning objective. It's a scarce item that players can "deploy" on an unachieved goal by spending in-game currency. Upon completion, the system grants additional currency based on how quickly they finished. This process is like having players "invest in their own learning journey to receive a significant return."

Conclusion: Fueling Your Passion for the Work

During the prototyping phase, I spent a lot of time on technical roadblocks—iterating to validate PRs and waiting for GitHub Actions and Ngrok. These unseen efforts took a toll on my initial enthusiasm.

That's precisely why I decided to pivot from the core learning flow and develop these auxiliary systems first. I needed to see the tangible possibilities of gamification to re-energize myself and the project.

When building a product, validating your own work is paramount. Most side projects fail because the creator loses interest. Find what keeps your passion alive and push forward.

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