2020-07-08 21:43:49 -04:00
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========================================================================
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NONIDEAS: Ideas already considered and rejected
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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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#### # #### # ###### ###### # # ####
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2020-07-08 21:45:11 -04:00
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- Anything Already Added
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- If something already exists in the game then it will not
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be added.
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- Please play though the game enough to understand what is
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already in the game before making suggestions.
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2020-07-08 21:43:49 -04:00
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- Mobs/Animals
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- Things that are "off-grid" are discouraged. Node-based
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"staybs" could at least fit the mechanics, but entity-based
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creatures that move freely do not. Use of /clearobjects
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should not remove key gameplay elements as long as the game
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is allowed to "quiesce" first.
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- Monsters that are easy to understand and deal with would not
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fit the games theme or play style. Threats need to be subtle,
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insidious, and indirect. Threats that offer no direct
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cathartic response (i.e. bashing it to death) also fit the
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theme better, as well as threats that can be turned around and
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exploited as resources once mastered (but remain a threat if
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handled carelessly).
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- NodeCore pacing requires that dangers to a player should be
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consequences of the player's own decisions, and not something
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that can be blamed on environment or chance. Having monsters
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spawn spontaneously and stalk the player would be problematic.
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- NodeCore "conservation" mechanics discourage having things
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spawn spontaneously at all, and they would need to be part of
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mapgen.
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- Food/Hunger
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- Players are like ethereal beings who visit the world only
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temporarily and are not subject to injury or survival
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mechanics within the world.
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- Things that focus a mechanic on/through the player do not
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fit the world-centric/node-centric theme of the game.
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- Using food items to provide things like temporary buffs is
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likely to be a lot of effort and likely to be skipped by most
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players.
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- Beds
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- There is no night to skip, and players have no need for sleep.
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- Bed-like structures can be made out of existing nodes. Purely
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decorative elements that are not fungible do not fit the
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game's design.
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........................................................................
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========================================================================
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