nodecore-cd2025/docs/roadmap.txt

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ROADMAP: Large New Development Projects
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2019-09-19 07:34:03 -04:00
- Split this doc into "core gameplay" and "side quest" forks?
2019-12-08 10:41:27 -05:00
- Standardize visinv access API
- stack_access(pos, node, dirfrom) - return booly
whether access to inside stack is allowed.
- Use for shelf API.
- Use for touchtips inv access.
- Use for node punch sounds.
2019-11-30 08:46:00 -05:00
- Consider using a separate kind of water node for artificial water.
- For sponge squeezing and future pumping features.
- Make it a little grayer, or clearer than natural fresh water?
- Non-renewable, so we don't have to worry about placement.
- Can sanely attach ABMs to check for a supporting node, or
periodic signalling to remain.
2019-12-08 10:41:27 -05:00
- Change sponge squeezing recipe to act as a long-term water source.
- Don't reabsorb if squeezed recently (< ~4sec)
- Don't time out the water; keep it until sponge removed.
2019-11-30 08:46:00 -05:00
2019-10-31 09:16:30 -04:00
- Door Automation
2019-12-15 08:28:34 -05:00
- Should have press recipes for stickcraft, i.e. staves,
frames, ladders.
2019-11-25 21:25:21 -05:00
- Press tools (or tool heads) into nodes to activate other
pummel recipes like chopping.
2019-12-15 08:28:34 -05:00
- Press recipes for digging.
- If pushing a node (or toolhead backed by node) and there
is a climbable walkable behind it, or a storebox, dig the
node and push it through climable as catapult, or into
storebox if it fits.
- Pressing stack of 1 node places it, instead of pummeling it.
Can pummel on the second push.
- Should doors trigger place recipes when blocked?
2019-10-31 09:16:30 -04:00
- Push players?
2019-11-16 19:52:22 -05:00
- Need more door materials: lode, glasses
2019-10-31 09:16:30 -04:00
- Lava quenching, new material?
- Seepstone?
2019-10-11 21:09:48 -04:00
- Lux Ore
- Reconsider mapgen depth; push downwards?
2019-09-28 08:56:09 -04:00
- Infuse other materials
- Infuse clear glass to make "smoked" glass.
- Does not transmit light.
- See-thru only from one side.
2019-09-05 21:10:13 -04:00
2019-12-15 08:28:34 -05:00
- Should there be pockets of softer stone at depth, like there is gravel?
- Consider upstreaming nc_stucco, maybe into nc_concrete?
- Credit Avicennia G
- Stylus from stick+chip, stick+prill, etc. using "scratchy" group.
- Add materials for mud+ash, sand+ash, add coal lump to agg.
- All materials work like concrete, falling, liquefy with water.
- All of them cure to a tacky state first, then to dry.
- Become tacky if molded, cure to lower material otherwise.
- Use soaking. Etching allowed to reset timer?
- Include a few etched patterns. Separate mask and noise layers.
- Not relocatable; dig to cobble, dirt, sand, etc.
2019-11-25 21:25:21 -05:00
- Offline tick logic for spreading nodes
- Use soaking API, calculate time to spread.
- If actual time exceeds time to spread, pass soak depth on to
new node that's been created, and trigger respread check.
- Will have to do a lot of performance testing.
2019-09-09 06:47:33 -04:00
2019-10-31 09:16:30 -04:00
- Special glass handling?
- If glass is connected to other glass, it doesn't dig
trivially.
- Break into crude glass instead, and break surrounding
nodes too.
- Domain Wall Sensor
- Adapt from sztest?
- Field Generator?
- Power an annealed lode block from 2 opposite faces.
- Generates particle effect at mapblock boundary.
2019-12-06 07:12:24 -05:00
- Particle effect with lux fluid?
- Water and lava surface springs.
- Access to water for forges.
- Access to lava for lighting, firestarting, glass?
- Lurk Ore
- Moves freely among air-exposed stone while no player is looking.
- Follows after player, attempting to cause harm.
- Weakens nodes above/below player into falling nodes,
e.g. loose cobble, gravel?
- Steals items from player, drops onto ground or absorbs them
into body? Saps tool durability?
- Ignites flammables it passes by?
- Downgrades or absorbs ores nearby by contact or air floodfill?
- Creates illusionary nodes you can fall through?
- Cannot be dug or damaged directly.
- Digging it yields plain stone, but converts up to 2
surrounding stone nodes into Lurk.
- Need to dig all around it so it cannot move, then apply Some
time-integrated process to convert it to useful form.
- Threats
- Visceral
2019-08-30 20:32:14 -04:00
- Flammable/toxic gas?
- Monsters: stone-lurkers, mimics.
- Lightning, meteor strikes?
- Creeping
- Cellular automata hazards.
- From exploration, delving too deep, leaving things to rot, etc.
2019-08-30 20:32:14 -04:00
- Blights, Fungi
- Social features
- Randomize player appearance/colors.
- Shirt/pants, possibly w/ stripes/patterns
- Skin color, hair color, eye color?
- Add more holiday outfits.
- Track server lag in metadata?
2019-10-31 09:16:30 -04:00
- Make stone bricks or other building materials?
- Pummel stone w/ lux+ pick?
- New materials to craft with.
- Dungeon materials, stonework?
- Decorations for dungeons
- Tree sap from stumps? Resin? Rubber? Shellac?
- Small plants? Reeds? Mallows?
- Sea stars, anenome, coral, other underwater things?
- Fungi, esp. tree-destroying ones, blight?
- Oil, natural gas? Fossils and fossil fuels?
- Geode, hydra crystals, radioactives?
- Shipwrecks or alien tech
- Slow-moving animals? Snails? Miniature spice worms?
- Non-portable things, like "spawners" or wormholes
- Tubers and taproots, cacti, and other "defensive" plantlife
- Plant-like CA animals, like bee nests and clouds of bees?
Termine mounds? Ant colonies? Coral?
- Popeggcorn?
2019-10-05 10:28:38 -04:00
- Ores that smelt via heating and then rapid quenching?
- Things that cannot ever be dug, and must be moved only
by in-world machinery?
2019-12-03 20:57:42 -05:00
- Fancy hotbar.
- Build hotbar texture dynamically from pieces and texturemods.
- Inventory items can have a hotbar_texture associated with them to
override the default for that slot.
- Make virtual items invisible on their own, use hotbar texture for them.
- Injuries show torn/cracked slot.
- Lux burns show partially melted slot.
2019-09-19 07:34:03 -04:00
- Vary player walking speed based on nodes under feet?
2019-09-05 21:10:13 -04:00
- Use gravity vector to make flowing water push the player?
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