1. BURNED HORIZONS
  2. News
  3. YOUR KIT AND YOU // D-LOG #17

YOUR KIT AND YOU // D-LOG #17

Breaking from the Monday D-Log catch-ups. Here's a live, eyes on view of current progress.



//----

⬤ D-LOG ENTRY [0017]

[// DEV]
[2025-10-14-0118]
[POE // DV-98]
[NAFOSEC // NCC-RIGA]
[RE: YOUR KIT AND YOU // INVENTORY MANAGEMENT]

Inventory. How many games have I played where it felt like inventory management was tacked on as an afterthought? Too many to count.

So—how do you build something immersive and modular without turning it into a nightmare or inventory Tetris? Take what worked from the old days—tactics, RPGs >>> mix in a little Arma and Tarkov >>> make it familiar but new again.


// LAYERS

Too much gear, not enough space to show it.
Here's where the formative years of my life spent playing RPG classics with their ring slots pays off. Layers.

Chest, Legs, Hands, Feet.
Each one stacks wearables—A | B | C, sometimes D.
And it’s not just looks or a few extra slots.
Once environmental effects are integrated (weather, terrain, all that ) —clothing, gear and layers will matter even more.


// MOLLE AND ALICE

[Different hardware, same idea. Straps, clips, webbing—built around modular logic.]

A full carrier’s webbing might give you twenty, thirty possible attachment points if you count every row and column.
But no one runs that many.
Mount a tall utility or med pouch and you’ve already blocked half your real estate.
Stack double-mags and you lose more.
Sling sweep, prone clearance, buttstock pocket—those carve out the rest.
What’s left is a handful of usable spots.

This is where abstraction enters the fray. Take those thirty theoretical points and start collapsing them into usable, sensible zones. The overlap, the blocked rows, the dead webbing — all merged into spaces that make sense for how gear actually sits on the body and how operators run with them.

Placement = access. Reloading from a plate carrier mag holder = fast. Grabbing from your ruck, that's going to take longer (and more AP).

Out in the field, kits generally settle into patterns—rifleman, assault, long-stay, med.
Start with presets. Once that's been field tested, we add in customization options.

Each pouch has a role and a size. Mag pouches hold mags. Med pouches hold med kits. There are also general large and small pouches that aren’t role-specific, but they behave with rules: a general large pouch will accept only a single type at a time (you can put a med kit in it, or stacked rags, or spare rifle mags), and that pouch’s capacity is limited by the pouch’s defined mass/volume, but you can’t mix mags and meds in the same pouch. Want to change what a general pouch accepts? Take the contents out (it resets) and then re-stow the new item. No mixing, no nonsense. Stack counts and weight still apply.

Weight wears you down. Bulk slows you.
Build a brick wall on your chest—you’ll feel it every time you move.


// WEAPONS AND ATTACHMENTS / MODS

Same deal here—two main states: primary and secondary.
Swap between them and everything tied to that weapon moves with it.
Each has its own slot map—sling, mag, optic, muzzle device, suppressor—all visible.
Attachments and mods shift through A/B states like clothing.


// RUCKSACKS

Rucksacks follow the same logic as rigs.
Some have fixed outer compartments with their own limits.
Others carry MOLLE rigging just like a plate carrier.

The main compartment’s different. It’s the catch-all. Anything can go in there — gear, ammo, supplies — whatever fits within its mass and weight limits. No role rules like the pouches; it’s raw space.


// ENCUMBRANCE

Encumbrance’s not complicated. It’s just weight.
Total carried weight and how it grinds you down.
The more you stack, the slower you get, the quicker you burn out.


// RENDERS

Pushing more in-game renders now—straight out of the current build.
Stylized stuff’s mostly phased out. This is the real thing showing up on screen.


// CLOSED EARLY ALPHA PROGRESS

Alpha’s tightening up. December’s coming fast.
Core systems are in; still a few rough edges, but it’s moving as one now.
If it holds steady, first in-game clips should roll out within the next week or two.


/// ===============================================

SUPPORT THE OP
👉 WISHLIST + FOLLOW — every mark adds weight to the push ahead.

OPN-FULCRUM // PHASE 2 – KICKSTARTER [JAN 2026]
Mission-critical funding op to carry Burned Horizons forward.