KrzysztofJeszke
bee72b44ae
Create the gold lump craftitem
Now it's time for ingots! (and other ideas i have)
======================================================================== CORE DESIGN PRINCIPLES
- Do as much in node-space in the world as possible.
- Minimize use of off-grid entities.
- Avoid encapsulating things in inventories, machines, GUIs.
- Crafting and transforming in-world.
- Minimal set of primitive composable functions.
- Each node should do one job (or one part of a job).
- Only include the most primitive, fungible components.
- Avoid redundant functionality, include fewest possible different elements.
- Complex emergent gameplay by combining simple nodes.
- Challenging and constrained gameplay.
- Limited inventories, very restricted item storage, e.g. one stack per node.
- Large, complex machines to design and build for resource transformations.
- Subtle environmental hazards, like deadfalls and pestilence.
- Rich, subtle interactions.
- Digging, placing, punching and battering.
- Different effects from different tools (including empty hand).
- Different faces of node may have different effects.
- Focus on puzzle-oriented single-player/cooperative gameplay.
- Avoid dependence on action, combat, PvP.
- Slow-moving hazards, players have a chance to think and plan.
- Acessible for slow reflexes, slow networks, mobile devices.
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Description
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