No.052 / 280Nurture & survive · Gathering & mining

Resource Detection Overlay

Scanners or potions reveal what's hidden in the rock.

Prototype complexity
Who plays
Solo decisions
Design focus
Information · Discovery · Optimization
TerrariaNo.052Terraria

01The core loop

Action → feedback → next choice
  1. 01Activate detection
  2. 02Read the markers
  3. 03Plan a route
  4. 04Go harvest

↻Feedback changes the situation — the next round starts from there.

Walk through one round

A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.

  1. T1

    Turn 1 · The situation

    In a cave, the player has one 5-minute ore-sight potion.

  2. T2

    Turn 2 · The player chooses

    They descend deeper before drinking it.

  3. T3

    Turn 3 · The feedback

    Gold-outlined ore lights up: a rare gem cluster bottom-left, common ore to the right.

  4. T4

    Turn 4 · The next decision

    They grab the gems first, then sweep common ore with 2 minutes left.

How it plays

Detection tools highlight or mark nearby resources, some for a limited time, others via powered structures. It turns blind digging into targeted digging, and range, duration and cost decide how valuable the info is.

What the player weighs

  • Spend resources for info vs. dig on luck
  • Wide and vague vs. narrow and precise

02Start small

Quest · 0/3Prototype complexityCompact prototypeWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

Terraria
T

Terraria

P1

The Spelunker potion makes nearby ores and treasure glow for a time, and the Metal Detector names the most valuable ore nearby.

Subnautica
S

Subnautica

P2

A Scanner Room built in your base lets you choose a resource and shows its locations as markers in your view, with upgradable range.

The difference worth noticing

Terraria's detection is a portable consumable; Subnautica requires investing in a base facility.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
Resource Detection OverlayGathering & mining+

Detected deposits only stick on the map you've explored yourself; unexplored areas show just a vague direction.

Prototype this combo in Yoroll

→Follow the next idea

Gathering & mining

Reading Signs of Buried Loot

Small surface details hint at what's below; only sharp eyes dig it up.

Prototype complexity
Who plays
Solo decisions
  1. 01Notice an odd detail
  2. 02Infer what's beneath
  3. 03Dig to confirm
  4. 04Remember the pattern
Deep Rock Galactic · Stardew Valley
Exploration & routes

Ability Gates and Backtracking

That ledge you couldn't reach? You'll be back once you can double jump.

Prototype complexity
Who plays
Solo decisions
  1. 01Hit an impassable obstacle
  2. 02Note it and move on
  3. 03Earn a new ability
  4. 04Backtrack and open it
Hollow Knight · Ori and the Blind Forest
Exploration & routes

Earned Map Information

The map doesn't just appear; you buy it, find it, or draw it yourself.

Prototype complexity
Who plays
Solo decisions
  1. 01Enter unknown ground
  2. 02Seek a map source
  3. 03The map fills in
  4. 04Plan routes with it
Hollow Knight · Elden Ring
yorollGAMEPLAY ATLAS

Good mechanics deserve a closer look. Good ideas deserve a next step.

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