Update notes from Discord.

master
Aaron Suen 2019-11-16 19:52:22 -05:00
parent 055ecbf57e
commit e3b678d007
3 changed files with 31 additions and 12 deletions

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@ -2,6 +2,9 @@
CORE DESIGN PRINCIPLES
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0. Challenge assumptions from other games.
- Do not blindly accept "intuition" which is actually learned.
- Offer a unique experience, push the engine boundaries.
1. No in-game GUIs.
- Zero formspecs in gameplay.
- Minimize use of HUDs; remove any standard ones feasible.
@ -30,6 +33,9 @@ CORE DESIGN PRINCIPLES
- Player-centric mechanics like hunger and health are
de-emphasized.
7. Depth and subtlety.
- Focus on quality over quantity.
- Distinct, unique materials and mechanics instead of e.g.
ores that mostly just vary by color.
- Processes easy to basically solve, but leave much room
for optimization.
- Modeling using [piecewise] continuous functions instead

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@ -9,16 +9,30 @@ ISSUES: Bugs, Cleanup and Refinements
# # # # # # # # # # # #
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- Simplify scaling
- Different ways to indicate attention to surfaces.
- Hold sneak
- Try repeatedly to jump against a wall
- Punch once then wait
- Just loiter near somewhere
- Point at something for a while
- Empty-handed right-click, then stare?
- Change how scaling handholds are visualized; maybe a
slow particle effect? Remove directionality.
- Document code formatting tools and standards.
- Falling_node is a train-wreck and needs to be rebuilt.
- Attempts to monkey-patch it have still left fundamental problems.
- Falling nodes can sometimes end up occupying the same space and
clobbering each other.
- Search upward (up to starting height) for place to settle?
- If settling fails, convert to item and bounce/eject?
- Need to refactor out separate hooks for things like settling detection,
settling commitment, etc so downstream mods can tweak.
- Arguably item_entity needs similar care.
- Useless glowing lode tool registrations (i.e. including handles); remove.
- Drowning HUD issue when logging out underwater, disabling damage, logging back in.
- HUD apparently stays stuck on screen.
- Do we need to force breath to full when damage is off?
- How does MTG handle this? Is this supposed to be builtin?
- Hint updates:
- Press recipe witnessing?
- Rake.
- Design doc needs another shakedown.
- Wet Agg in water:
- Should sink in water (exchange w/ water below).

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@ -19,8 +19,6 @@ ROADMAP: Large New Development Projects
- Door Automation
- Will need a "grate" node objects pass thru but
players/nodes cannot.
- Node blocking path: "press"
- Fallback: fling one object away from stacks.
- Node outside upward roll: "unroll"
- Place one node from stack below, eject item upwards.
- Check for room for both.
@ -31,6 +29,7 @@ ROADMAP: Large New Development Projects
- If node cannot move, dig it.
- Attempt to eject item out either side, or down grate.
- Push players?
- Need more door materials: lode, glasses
- Lava quenching, new material?
- Seepstone?