nodecore-cd2025/docs/ideas.txt

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IDEAS: Possible future additions/improvements to the game
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2020-09-03 23:29:15 -04:00
- Visual "subtitles" for sounds?
- Use new image_waypoint HUD type; it works in new versions,
invisible in old versions (graceful fallback).
- An icon for each sound type.
- Separate air vs. node cursor?
- Like the node vs. entity cursor, can we hide the cursor when
pointing only at air?
- Would server lag be too much?
- This would integrate really well with a WAILA sort of thing.
- Could totally revamp touchtips, and dynamic feel Lightning.
- Use an image HUD so we can force mobile to display it too, so
mobile players can use look dir too?
- Buff igniting
- Make hot lode and other heated materials able to ignite
- This was probably not already done just because we
didn't have AISMs at the time, but we do now.
- Reconsider lux fluid ignition again.
- Maybe have rare "spark" events that can ignite?
- Maybe have it involve proximity to other materials?
- Water? Lava?
- Optic beams?
- Chop frames, ladders, staves back down into sticks?
- Can we use glasslike_framed for shelves?
- Alternate 2 versions of the registration based on y coord
so it forces top/bottom faces to show
- More lode bar crafts:
- Frames
- Ladders?
- Adzes?
- chop+crumb -1 relative tier
- cracky -2 relative tier
- full durability
- Should these be full lode or wood handle?
- Rakes?
- Return some prills after construction?
- Make wear carry across heating/cooling recipes
- Allow full-lode tools to be tempered
- All these need to be recyclable.
- Piezo node for optics detects sounds?
- Sounds emitted by mod stuff?
- Footsteps?
- Can be used as a BUD
- Lode tongs?
- Craft from bars/rods (or lode adzes?).
- Add an API to hot potato
- Scan for all hot potato items and produce a list of slot->bool
- If any items found with an on_hot_potato callback, pass them
that list (and player, inv, etc) to be modified.
- If slot is marked "safe" then no hot potato if items are in
a slot adjacent to tongs.
- If slot is not marked safe, mark it safe if tongs or any tool
are wielded item.
- Unmark safe any slots that don't contain hot things after
hot potato check.
- Allow frame loose ends to be chopped off when placed next to other
frames, so custom shapes can be made.
- Dungeon loot
- Add recipe hints (prearranged nodes) as decorations?
- Rows of shelves against walls. Very rarely lode crates.
- Loot items in shelves, weighted pickrand(). Add a "margin" pick
result with value of proportion of where in range the picked value
was, and vary tool durability or stack count non-linearly by it.
- Scattered items on floor. Most are from loot tables, some are
crates or storeboxes.
- A lode "mace" tool with all dig groups?
- Would require reevaluatng recipe priority, or tool modality.
- Make lava easier to find at a distance visually
- Particles, like cherenkov?
2020-06-20 10:45:44 -04:00
- New Darkness feature:
- Keep track of queue of recent "safe spots" for player:
in sunlight, on solid ground or climbable etc.
- Also check for being completely entombed in solid non-climbables.
2020-06-20 10:45:44 -04:00
- Track player darkness, search for nearby light. Keep track of recent hit/miss (ring/queue).
- If player is in TOTAL darkness for long enough to be certain, then do "fugue" teleportation.
- Fade screen to black slowly via HUD (maybe have an API for this for skyrealms).
- Drop all items.
- Apply a temporary debuff...?
- Teleport player back to recent safe spots until we find one, or run out.
- Fade screen back from black.
- Should tool appearance vary based on wear?
- Make "fresh" vs. "worn" tools (for purposes of their usability
in crafts) have a distinct look?
2020-03-20 07:27:06 -04:00
- Tree sap
- Stumps with air above exude, become dry stumps.
- Use as a glue/resin in recipes.
- Make longer-life torches?
- Stick optics in place to prevent rotating?
- Straw/thatch?
2020-03-21 08:19:24 -04:00
- Domain Wall Sensor
- Adapt from sztest?
- Field Generator?
- Power an annealed lode block from 2 opposite faces.
- Generates particle effect at mapblock boundary.
- Particle effect with lux fluid and/or cobble?
- Create particle effect around player while carrying lux in
inventory?
- Maybe only if the lux is higher activation tier?
- Should ash and derivatives have a fertilizing effect?
- Maybe wet/tacky stuccos?
2020-03-20 07:27:06 -04:00
- Optic locking
- Prevent accidental rotation.
- Use tree sap / glue?
- Make "glued" optic node?
- Detect adjacent glue node?
- Apply frame, make framed optics?
- Hammer into place with certain tool?
2019-10-31 09:16:30 -04:00
- Door Automation
2019-11-25 21:25:21 -05:00
- Press tools (or tool heads) into nodes to activate other
pummel recipes like chopping.
2019-12-24 14:48:40 -05:00
- Mount tool heads on frames to make machine tools?
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.
2019-11-16 19:52:22 -05:00
- Need more door materials: lode, glasses
2019-10-31 09:16:30 -04:00
2019-12-24 14:48:40 -05:00
- Renewability Gap
- Renewable but not generatable
- Sponges: Sprout under water from peat+sand?
- Lode
- Lux
2019-12-24 14:48:40 -05:00
- Water sources.
- Sustainable but not renewable
- Not sustainable
- Lava sources.
- Surround stone with lava to melt?
2019-12-24 14:48:40 -05:00
- Threats
- Visceral
2019-08-30 20:32:14 -04:00
- Flammable/toxic gas?
- Monsters: stone-lurkers, mimics.
2020-05-29 09:20:40 -04:00
- Complex multi-node mimic that eats tools you try to dig it with,
stores them in core node(s) inside somewhere to be recovered.
- 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
2020-05-29 09:20:40 -04:00
- Termites, carpenter ants, other wood-eating inflictions?
2019-12-31 10:35:19 -05:00
- 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.
- New materials to craft with.
- Dungeon materials, stonework?
- Decorations for dungeons
- 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?
2019-09-19 07:34:03 -04:00
- Vary player walking speed based on nodes under feet?
- Visual "craft guide" system?
- Build a 3x3 work space out of wood/logs, place center node
last and it will convert to a workbench node.
- Workbench node will scan for potential recipe matches
centered on the space above based on what's present
and matches at least 1 non-air node, picks one.
- Create display "ghost" entities representing items that
can be placed to complete the recipe.
- Should tree growth rate start out faster but slow down?
- This could make the decision to harvest trees early vs
wait for them to mature more nuanced.
- Social features
- Randomize player appearance/colors.
- Shirt/pants, possibly w/ stripes/patterns
- Skin color, hair color, eye color?
- Add a "cloak" layer for cloaks, capes, over entire body
2020-06-21 11:53:34 -04:00
- Make some control states / anims last a little longer, e.g.
extend mining or waving anims to a second or so to make sure
they're visible and not just flicker.
2020-06-20 10:45:44 -04:00
- Drop-in recipes, triggered on thrown or falling items settling?
- Good for dangerous stuff, maybe?
- Compact signage via concrete/writing/stylus
- Draw glyphs on a wall.
- Place a lens focusing light from the wall onto a spot.
- Put pliant concrete in that spot.
- Make sure wall is adequately lit.
- Etch the lens-facing side of the pliant concrete with stylus.
- Create a "custom patterned" concrete sign block with letters etched
onto it. Store in metadata, use ents to render, etc.
- Allow metalworking with wood tools?
- Eat a lot of extra durability?
2020-06-20 10:54:21 -04:00
- Door animations.
- These need to be relatively efficient, i.e. not involve
a ton of node manipulation or spawning lots of entities.
Of particular concern is network packet load on clients.
- Something using animated entities (which could represent
multiple nodes sharing an axis) could work well.
- Alternatively, a reasonable particle effect? Something
abstract is fine too, as long as it conveys a sense of
movement to help players visualize what's moving and in
what direction.
2020-09-03 23:29:15 -04:00
- Visual in-world hotbar
- GreenXenith's visualbar mod
- Replace hotbar, merge it with both bandolier and YCTIWY?
- Players could be "pickpocketed" during normal gameplay.
- Make a sound/visual to warn player.
- Jordach's new first-person-attached entities feature?
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