· Nick  · 4 min read

Luminid Design

Dev Log 7: Harvesting & Inventory

Chop, carry, store, repeat. A first pass at harvesting and inventory that turns the world into a playable loop.

Harvesting and inventory prototype (chopchop)

What “harvesting” actually means in Luminids

The goal is to have Luminids notice resources, decide to gather them, carry them somewhere, and then use them for the next thing, with this: the world changes.

I am not aiming for a survival grind.

Harvesting in Luminids is closer to gentle world-tending. You shape the space, place a few incentives, and the Luminids respond. The loop is meant to feel:

  • legible, so you can usually see what is about to happen
  • soft, without frantic micromanagement
  • alive, because they make choices rather than just follow orders

The goal is not pressure. It is momentum.

The first resource pass

Right now the system supports a very small and intentionally boring set of resources:

  • Wood from trees, driftwood, and deadfall
  • Stone from rocks and boulders
  • Fiber from grass patches and reeds

The goal is proving the system from end to end.

Find. Reserve. Harvest. Carry. Store. Consume.

Once that loop works, everything else can grow on top of it.

The harvest loop (early draft)

In its current form, harvesting works like this
  1. Scan nearby resource nodes within a soft radius
  2. Pick a target based on distance, need, and a simple sense of interest
  3. Reserve it so multiple Luminids do not pile onto the same tree
  4. Perform the action itself, chopping, mining, or gathering
  5. Spawn a stackable item result
  6. Carry it to the best known storage point or a temporary pile

Inventory: small pockets, big effects

The inventory system is minimal on purpose.

  • Luminids have a small number of slots.
  • Each slot holds a single resource type.
  • Stacks have a cap, so storage actually matters.

This does two things straight away.

First, hauling becomes a real activity rather than a teleport. Second, natural village shapes start to appear as piles form near where work is happening.

The world begins to organise itself without being told how.

Storage: piles first, buildings later

Before building a proper warehouse UI, I want the world to show what is happening.

So the first storage implementation is physical:

  • Items land in visible piles.
  • Piles merge when they are close enough, so clutter stays manageable.
  • Later buildings will really just be piles with rules.

You can walk around the settlement and see where effort is being spent. That honesty matters to me.

The part I care about most: intent

The difference between a task system and a living system is why something gets chosen.

The current implementation uses simple weighting, but it is already heading in the right direction:

  • Harvest because you are nearby
  • Harvest because the settlement needs it
  • Harvest because it is what you were already doing

Long term, that last one matters most. Continuity. Momentum. Habit. That is where characters start to feel real.

What’s next

To evolve this looop, the next steps are:

  • Crafting recipes that turn stacks into structures and tools
  • Priorities that act as gentle nudges.
  • Better storage rules around what goes where and why
  • UI that stays out of the way but still lets you read the flow

Thanks for reading. More soon.

Nick

Wishlist Luminids™ on Steam

If this dev log clicked with you, the biggest way to support is a wishlist.

Back to Blog

Related Posts

View All Posts »

Dev Log 4: Building and Animating the Luminids

This week the focus was on the actual creation of the Luminids themselves. Model work, rigging, animation tests, and trying to lock down how these creatures look and move in the game. This is the first time Luminids have started to feel like real characters instead of placeholder blobs.

Dev Log 3: Sculpting a Procedural Forest

Procedural forests are easy to promise and tricky to deliver. This week I finally cracked it: Luminids now has full scale procedural trees that feel alive, anchored in a voxel world, and powered by our favorite space colonization wizardry.

Dev Log 1: Welcome to Luminids

I'm building Luminids because I want a world that feels alive. Just a place that grows, where tiny beings make choices and the world reacts.