nodecore-cd2025/docs/nonideas.txt

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NONIDEAS: Ideas already considered and rejected
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- Anything Already Added
- If something already exists in the game then it will not
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be added. Please play though the game enough to understand
what is already in the game before making suggestions.
- Things that are ALMOST like things already in the game will
not be added. Players are expected to adapt their ideas to
the materials available, not the other way around.
- Anything Explicitly Removed
- If something previously existed in the game, but was
explicitly removed, then it was removed for a good reason and
will not be re-added.
- Suggestions to reverse removals must meet a high standard
for comelling evidence, including an understanding of the
context and reasons for the original removal.
- Copying From Other Games
- A game element added to NodeCore needs to be able to justify
its existence purely in the context of NodeCore.
- The presence of an element in another game is not compelling
evidence it should exist in this one, even if the element is
a useful enhancing feature of that other game.
- Mobs/Animals
- Things that are "off-grid" are discouraged. Node-based
"staybs" could at least fit the mechanics, but entity-based
creatures that move freely do not. Use of /clearobjects
should not remove key gameplay elements as long as the game
is allowed to "quiesce" first.
- Monsters that are easy to understand and deal with would not
fit the games theme or play style. Threats need to be subtle,
insidious, and indirect. Threats that offer no direct
cathartic response (i.e. bashing it to death) also fit the
theme better, as well as threats that can be turned around and
exploited as resources once mastered (but remain a threat if
handled carelessly).
- NodeCore pacing requires that dangers to a player should be
consequences of the player's own decisions, and not something
that can be blamed on environment or chance. Having monsters
spawn spontaneously and stalk the player would be problematic.
- NodeCore "conservation" mechanics discourage having things
spawn spontaneously at all, and they would need to be part of
mapgen.
- Food/Hunger
- Players are like ethereal beings who visit the world only
temporarily and are not subject to injury or survival
mechanics within the world.
- Things that focus a mechanic on/through the player do not
fit the world-centric/node-centric theme of the game.
- Using food items to provide things like temporary buffs is
likely to be a lot of effort and likely to be skipped by most
players.
- Day/Night Cycle
- Previously existed, was removed.
- Was only ever of cosmetic value while it existed.
- Only ever useful for powering lenses by skylight, but that
violated the game's principle of action only being dependent
on the state of things and their local surroundings, not on
specific times or places.
- Interfered with gameplay by forcing players to take measures
to skip night (waiting, or begging for beds, see below) until
they had achieved reliable artificial lighting. It was not
useful to compel players to develop lighting because darkness
underground was already sufficient for that.
- Health, Death, and Respawn
- Previously existed, was removed.
- Only ever included because it was provided by the
engine/built-in, but it never provided any justification for
its existence.
- Only ever distracted from gameplay and design. Health had
no effect other than death, and death was never more than an
inconvenience at worst. Attempts to make taking damage
disadvantageous e.g. by slowing walking speed were only ever
annoying and tedious.
- Death respawn could easily be exploited as a form of
teleportation, which was convenient under many circumstances,
and nerfed the threat of becoming lost or falling into
darkness, removing a lot of compelling reasons for players to
put attention into the game.
- Beds
- There is no night to skip, and players have no need for sleep.
- Bed-like structures can be made out of existing nodes. Purely
decorative elements that are not fungible do not fit the
game's design.
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- Music
- Minetest engine only technically supports music, but it
doesn't work smoothly.
- Music would increase the download size of the game, and
correspondingly the media transfer time on joining servers,
but a decimal order of magnitude and is not worth it, even
at the lowest quality settings.
- Players often prefer playing their own music, and can just
play other music with another media player in background.
- Music is generally problematic for streamers and even music
that is supposedly freely-licensed sometimes ends up in
content fingerprint databases for automatic copyright strikes.
In theory this is not exclusive to music, but its prevalence
in music already is a big problem.
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- Revert Item Stack Pickup Control
- Without this feature, it's very difficult to control which
slot an item goes into, making it hard or impossible to pack
the hotbar the way the player wants.
- Without this feature, it's difficult or impossible to split
stacks and pick them up while keeping them split.
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