As the combat and equipment systems deepen, we've hit a key design fork: how do we handle party members like Gabriel—narratively supportive, but functionally vital?
A UNIFIED EQUIPMENT SYSTEM
We’re now treating both Ava and Gabriel with equal internal systems—same equipment logic, same stat tracking, same inventory structure.
That means:
🧍♀️ Ava and 🧍♂️ Gabriel both support:
Full equipment handling (armor, weapons)
Inventory management
Attribute allocation
Independent item storage
Mission (future-ready) where missions can be from another characters point of view.
While you’ll always play as Ava, this allows Gabriel to carry gear and weapons, take/play missions, and feel narratively grounded in the journey.
INVENTORY SWITCHING
You will be able to switch characters in the UI to manage their loadouts.
✅ Equip or unequip Gabriel
🔄 Transfer items between inventories
⚙️ Use one streamlined interface for both
The inventory is not shared—you’ll manage them separately, like two real people traveling together.
GABRIEL: NARRATIVE LEAD, SUPPORTING GAMEPLAY
Gabriel often takes the lead in story scenes—issuing commands, scouting ahead, making hard calls. But Ava is who you play.
The game centers on her growth, her memories, her mutation.
“Gabriel may lead in the field—but Ava is the one you walk the world through.”
Still, this system now opens doors for select future missions or narrative events to temporarily shift control—if it ever makes sense.
🛠️ This was a necessary milestone to support:
Combat system
Navigation system
Shopping system
Equipment system
🧪 As always, this feature is in development and may evolve based on your feedback.