Update notes from Discord.
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@ -2,6 +2,9 @@
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CORE DESIGN PRINCIPLES
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0. Challenge assumptions from other games.
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- Do not blindly accept "intuition" which is actually learned.
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- Offer a unique experience, push the engine boundaries.
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1. No in-game GUIs.
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- Zero formspecs in gameplay.
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- Minimize use of HUDs; remove any standard ones feasible.
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@ -30,6 +33,9 @@ CORE DESIGN PRINCIPLES
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- Player-centric mechanics like hunger and health are
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de-emphasized.
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7. Depth and subtlety.
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- Focus on quality over quantity.
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- Distinct, unique materials and mechanics instead of e.g.
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ores that mostly just vary by color.
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- Processes easy to basically solve, but leave much room
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for optimization.
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- Modeling using [piecewise] continuous functions instead
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@ -9,16 +9,30 @@ ISSUES: Bugs, Cleanup and Refinements
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# # # # # # # # # # # #
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#### # #### # ###### ###### # # ####
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- Simplify scaling
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- Different ways to indicate attention to surfaces.
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- Hold sneak
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- Try repeatedly to jump against a wall
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- Punch once then wait
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- Just loiter near somewhere
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- Point at something for a while
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- Empty-handed right-click, then stare?
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- Change how scaling handholds are visualized; maybe a
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slow particle effect? Remove directionality.
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- Document code formatting tools and standards.
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- Falling_node is a train-wreck and needs to be rebuilt.
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- Attempts to monkey-patch it have still left fundamental problems.
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- Falling nodes can sometimes end up occupying the same space and
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clobbering each other.
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- Search upward (up to starting height) for place to settle?
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- If settling fails, convert to item and bounce/eject?
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- Need to refactor out separate hooks for things like settling detection,
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settling commitment, etc so downstream mods can tweak.
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- Arguably item_entity needs similar care.
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- Useless glowing lode tool registrations (i.e. including handles); remove.
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- Drowning HUD issue when logging out underwater, disabling damage, logging back in.
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- HUD apparently stays stuck on screen.
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- Do we need to force breath to full when damage is off?
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- How does MTG handle this? Is this supposed to be builtin?
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- Hint updates:
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- Press recipe witnessing?
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- Rake.
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- Design doc needs another shakedown.
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- Wet Agg in water:
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- Should sink in water (exchange w/ water below).
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@ -19,8 +19,6 @@ ROADMAP: Large New Development Projects
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- Door Automation
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- Will need a "grate" node objects pass thru but
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players/nodes cannot.
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- Node blocking path: "press"
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- Fallback: fling one object away from stacks.
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- Node outside upward roll: "unroll"
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- Place one node from stack below, eject item upwards.
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- Check for room for both.
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@ -31,6 +29,7 @@ ROADMAP: Large New Development Projects
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- If node cannot move, dig it.
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- Attempt to eject item out either side, or down grate.
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- Push players?
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- Need more door materials: lode, glasses
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- Lava quenching, new material?
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- Seepstone?
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