2018-10-31 20:14:56 -04:00
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========================================================================
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2020-06-20 10:11:14 -04:00
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IDEAS: Possible future additions/improvements to the game
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2018-10-31 20:14:56 -04:00
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------------------------------------------------------------------------
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2019-03-05 19:20:38 -05:00
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#### ##### #### # # ###### ##### ####
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# # # # # # # # # # #
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#### # # # # # # ##### # # ####
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# ##### # # # # # ##### #
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# # # # # # # # # # # #
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#### # #### # ###### ###### # # ####
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2020-06-25 07:07:51 -04:00
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- Chop frames, ladders, staves back down into sticks?
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- More lode bar crafts:
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- Frames
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- Ladders?
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- Adzes?
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- chop+crumb -1 relative tier
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- cracky -2 relative tier
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- full durability
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- Should these be full lode or wood handle?
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- Rakes?
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- Return some prills after construction?
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- Make wear carry across heating/cooling recipes
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- Allow full-lode tools to be tempered
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- All these need to be recyclable.
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- Lode tongs?
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- Craft from bars/rods (or lode adzes?).
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- Add an API to hot potato
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- Scan for all hot potato items and produce a list of slot->bool
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- If any items found with an on_hot_potato callback, pass them
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that list (and player, inv, etc) to be modified.
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- If slot is marked "safe" then no hot potato if items are in
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a slot adjacent to tongs.
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- If slot is not marked safe, mark it safe if tongs or any tool
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are wielded item.
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- Unmark safe any slots that don't contain hot things after
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hot potato check.
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- Allow frame loose ends to be chopped off when placed next to other
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frames, so custom shapes can be made.
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- Dungeon loot
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- Add recipe hints (prearranged nodes) as decorations?
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- Rows of shelves against walls. Very rarely lode crates.
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- Loot items in shelves, weighted pickrand(). Add a "margin" pick
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result with value of proportion of where in range the picked value
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was, and vary tool durability or stack count non-linearly by it.
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- Scattered items on floor. Most are from loot tables, some are
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crates or storeboxes.
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- A lode "mace" tool with all dig groups?
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- Would require reevaluatng recipe priority, or tool modality.
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- Make lava easier to find at a distance visually
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- Particles, like cherenkov?
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2020-06-20 10:45:44 -04:00
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- New Darkness feature:
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2020-06-25 07:07:51 -04:00
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- Keep track of queue of recent "safe spots" for player:
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in sunlight, on solid ground or climbable etc.
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2020-06-22 07:33:30 -04:00
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- Also check for being completely entombed in solid non-climbables.
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2020-06-20 10:45:44 -04:00
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- Track player darkness, search for nearby light. Keep track of recent hit/miss (ring/queue).
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- If player is in TOTAL darkness for long enough to be certain, then do "fugue" teleportation.
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- Fade screen to black slowly via HUD (maybe have an API for this for skyrealms).
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- Drop all items.
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- Apply a temporary debuff...?
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- Teleport player back to recent safe spots until we find one, or run out.
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- Fade screen back from black.
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- Should tool appearance vary based on wear?
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- Make "fresh" vs. "worn" tools (for purposes of their usability
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in crafts) have a distinct look?
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2020-03-20 07:27:06 -04:00
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- Tree sap
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- Stumps with air above exude, become dry stumps.
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- Use as a glue/resin in recipes.
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- Make longer-life torches?
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- Stick optics in place to prevent rotating?
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- Straw/thatch?
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2020-03-21 08:19:24 -04:00
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- Domain Wall Sensor
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- Adapt from sztest?
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- Field Generator?
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- Power an annealed lode block from 2 opposite faces.
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- Generates particle effect at mapblock boundary.
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- Particle effect with lux fluid and/or cobble?
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- Create particle effect around player while carrying lux in
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inventory?
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- Maybe only if the lux is higher activation tier?
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- Should ash and derivatives have a fertilizing effect?
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- Maybe wet/tacky stuccos?
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2020-03-20 07:27:06 -04:00
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- Optic locking
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- Prevent accidental rotation.
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- Use tree sap / glue?
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- Make "glued" optic node?
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- Detect adjacent glue node?
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- Apply frame, make framed optics?
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- Hammer into place with certain tool?
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2019-10-31 09:16:30 -04:00
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- Door Automation
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2019-12-15 08:28:34 -05:00
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- Should have press recipes for stickcraft, i.e. staves,
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frames, ladders.
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2019-11-25 21:25:21 -05:00
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- Press tools (or tool heads) into nodes to activate other
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pummel recipes like chopping.
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2019-12-24 14:48:40 -05:00
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- Mount tool heads on frames to make machine tools?
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2019-12-15 08:28:34 -05:00
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- Press recipes for digging.
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- If pushing a node (or toolhead backed by node) and there
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is a climbable walkable behind it, or a storebox, dig the
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node and push it through climable as catapult, or into
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storebox if it fits.
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- Pressing stack of 1 node places it, instead of pummeling it.
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Can pummel on the second push.
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- Should doors trigger place recipes when blocked?
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2019-10-31 09:16:30 -04:00
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- Push players?
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2019-11-16 19:52:22 -05:00
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- Need more door materials: lode, glasses
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2019-10-31 09:16:30 -04:00
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2019-12-24 14:48:40 -05:00
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- Renewability Gap
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- Renewable but not generatable
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- Sponges: Sprout under water from peat+sand?
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2020-02-05 07:24:48 -05:00
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- Lode
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- Lux
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2019-12-24 14:48:40 -05:00
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- Water sources.
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- Sustainable but not renewable
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2020-02-05 07:24:48 -05:00
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- Not sustainable
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- Lava sources.
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2020-06-20 10:11:14 -04:00
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- Surround stone with lava to melt?
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2019-12-24 14:48:40 -05:00
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2019-03-03 11:30:30 -05:00
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- Threats
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- Visceral
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2019-08-30 20:32:14 -04:00
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- Flammable/toxic gas?
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2019-03-03 11:30:30 -05:00
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- Monsters: stone-lurkers, mimics.
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2020-05-29 09:20:40 -04:00
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- Complex multi-node mimic that eats tools you try to dig it with,
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stores them in core node(s) inside somewhere to be recovered.
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2019-03-03 11:30:30 -05:00
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- Lightning, meteor strikes?
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- Creeping
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- Cellular automata hazards.
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2019-03-13 23:51:59 -04:00
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- From exploration, delving too deep, leaving things to rot, etc.
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2019-08-30 20:32:14 -04:00
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- Blights, Fungi
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2020-05-29 09:20:40 -04:00
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- Termites, carpenter ants, other wood-eating inflictions?
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2019-08-09 08:44:06 -04:00
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2019-12-31 10:35:19 -05:00
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- Lurk Ore
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- Moves freely among air-exposed stone while no player is looking.
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- Follows after player, attempting to cause harm.
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- Weakens nodes above/below player into falling nodes,
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e.g. loose cobble, gravel?
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- Steals items from player, drops onto ground or absorbs them
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into body? Saps tool durability?
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- Ignites flammables it passes by?
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- Downgrades or absorbs ores nearby by contact or air floodfill?
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- Creates illusionary nodes you can fall through?
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- Cannot be dug or damaged directly.
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- Digging it yields plain stone, but converts up to 2
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surrounding stone nodes into Lurk.
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- Need to dig all around it so it cannot move, then apply Some
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time-integrated process to convert it to useful form.
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2019-03-03 11:30:30 -05:00
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- New materials to craft with.
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- Dungeon materials, stonework?
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- Decorations for dungeons
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- Small plants? Reeds? Mallows?
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- Sea stars, anenome, coral, other underwater things?
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- Fungi, esp. tree-destroying ones, blight?
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- Oil, natural gas? Fossils and fossil fuels?
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- Geode, hydra crystals, radioactives?
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- Shipwrecks or alien tech
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- Slow-moving animals? Snails? Miniature spice worms?
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- Non-portable things, like "spawners" or wormholes
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- Tubers and taproots, cacti, and other "defensive" plantlife
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- Plant-like CA animals, like bee nests and clouds of bees?
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Termine mounds? Ant colonies? Coral?
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2019-08-09 08:44:06 -04:00
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- Popeggcorn?
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2019-10-05 10:28:38 -04:00
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- Ores that smelt via heating and then rapid quenching?
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2019-10-11 08:59:30 -04:00
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- Things that cannot ever be dug, and must be moved only
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by in-world machinery?
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2018-10-31 20:14:56 -04:00
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2019-09-19 07:34:03 -04:00
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- Vary player walking speed based on nodes under feet?
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2020-01-28 19:42:59 -05:00
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- Visual "craft guide" system?
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- Build a 3x3 work space out of wood/logs, place center node
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last and it will convert to a workbench node.
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- Workbench node will scan for potential recipe matches
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centered on the space above based on what's present
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and matches at least 1 non-air node, picks one.
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- Create display "ghost" entities representing items that
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can be placed to complete the recipe.
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2020-06-20 10:11:14 -04:00
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- Should tree growth rate start out faster but slow down?
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- This could make the decision to harvest trees early vs
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wait for them to mature more nuanced.
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- Social features
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- Randomize player appearance/colors.
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- Shirt/pants, possibly w/ stripes/patterns
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- Skin color, hair color, eye color?
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- Add a "cloak" layer for cloaks, capes, over entire body
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2020-06-21 11:53:34 -04:00
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- Make some control states / anims last a little longer, e.g.
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extend mining or waving anims to a second or so to make sure
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they're visible and not just flicker.
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2020-06-20 10:11:14 -04:00
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2020-06-20 10:45:44 -04:00
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- Drop-in recipes, triggered on thrown or falling items settling?
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- Good for dangerous stuff, maybe?
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- Compact signage via concrete/writing/stylus
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- Draw glyphs on a wall.
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- Place a lens focusing light from the wall onto a spot.
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- Put pliant concrete in that spot.
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- Make sure wall is adequately lit.
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- Etch the lens-facing side of the pliant concrete with stylus.
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- Create a "custom patterned" concrete sign block with letters etched
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onto it. Store in metadata, use ents to render, etc.
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- Allow metalworking with wood tools?
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- Eat a lot of extra durability?
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2020-06-20 10:54:21 -04:00
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- Door animations.
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- These need to be relatively efficient, i.e. not involve
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a ton of node manipulation or spawning lots of entities.
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Of particular concern is network packet load on clients.
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- Something using animated entities (which could represent
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multiple nodes sharing an axis) could work well.
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- Alternatively, a reasonable particle effect? Something
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abstract is fine too, as long as it conveys a sense of
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movement to help players visualize what's moving and in
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what direction.
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2018-10-31 20:14:56 -04:00
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........................................................................
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========================================================================
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