Notes update and reorg
This commit is contained in:
parent
9d6abc30d5
commit
001f9767fe
@ -29,6 +29,10 @@ IDEAS: Possible future additions/improvements to the game
|
||||
- Shine if facing an active lens within range.
|
||||
- Cast a distant flashlight beam if carrying a source (e.g. torch)?
|
||||
|
||||
- Underground generated mazes, more compact than dungeons
|
||||
- Made of harder stone
|
||||
- Hide prizes like ores, treasures, etc.
|
||||
|
||||
- Stone brick hardening (in-place)?
|
||||
|
||||
- Use stylus on sand to produce same patterns as on concrete, inverted?
|
||||
|
@ -9,6 +9,11 @@ ISSUES-CODE: Issues related to code quality and APIs
|
||||
# # # # # # # # # # # #
|
||||
#### # #### # ###### ###### # # ####
|
||||
|
||||
- Allow mods to affect game time flow
|
||||
- Allow skipping forward through time
|
||||
- For an offline mod for mobile SP to make gametime Track
|
||||
realtime even when world is offline
|
||||
|
||||
- Recipe "rate adjust" is messed up.
|
||||
- Make rate_adjust ONLY use config
|
||||
- Add a speed adjustment for manual changes, e.g. when
|
||||
|
@ -9,6 +9,74 @@ ISSUES-GAME: Gameplay-affecting issues
|
||||
# # # # # # # # # # # #
|
||||
#### # #### # ###### ###### # # ####
|
||||
|
||||
- Unconfirmed: bug involving a player dropping all inventory into
|
||||
a narrow vertical shaft (on VE-NC server) and having items cycle
|
||||
indefinitely without settling to a steady state.
|
||||
https://discord.com/channels/507234450615042048/507234451085066248/901132356977578044
|
||||
|
||||
- Shelf recipe (and any other 3x3 recipe) reform
|
||||
- Add a "shelf frame" node made from wooden frames
|
||||
- Name: "form"?
|
||||
- Add appropriate material to shelf frame to make shelf
|
||||
- 2-stage construction should make it easier to discover
|
||||
- Shelf frame can gain its own distinct uses
|
||||
- e.g. some things can fall through it but not others.
|
||||
Items? Players? Fluids?
|
||||
- For glass case, dig out center of clear glass w/ pick?
|
||||
|
||||
- Make solid push-out not push you out of item stacks or other
|
||||
non-full-solids so players aren't shoved off cliffs by
|
||||
dropping/placing items, torches, etc.
|
||||
|
||||
- Lode prills should be able to drain from glowing ore into
|
||||
glass cases and crates
|
||||
|
||||
- Fix crappy sponge death mechanic
|
||||
- Remove special treatment of glass case and glass nodes
|
||||
- May need to find a new use-case for glass case?
|
||||
- Use majority heuristic for sponge death in node form
|
||||
- Death if dry nodes > 0 and >= wet nodes nearby
|
||||
- Ignore sealing nodes
|
||||
|
||||
- Improve sponge colony growth shape
|
||||
- Prevent tall vertical column growth seen on NCC by Kimapr
|
||||
- Instead of just pushing out a sponge, floodfill to find colony
|
||||
(reuse colony volume check), then pick a random surface node
|
||||
to grow from; maybe save candidate water spots during the flood
|
||||
scan and grow non-locally to that?
|
||||
|
||||
- Reduce the "lode gate" further
|
||||
- Use chisels to make lenses/prisms?
|
||||
|
||||
- Hint system:
|
||||
- Split hint descriptions into "pre" and "post" parts.
|
||||
- Undiscovered, show just "pre" part (1 stick + 4 adze)
|
||||
- After, show both (1 stick + 4 adze => rake)
|
||||
- Use crafting instead of inv/punch checks for "make" hints.
|
||||
- Fixes hints completing on dungeon/multiplayer cases.
|
||||
- Make all crafts/recipes trigger witnessing?
|
||||
- Hide stylus hint until after mixed concrete
|
||||
|
||||
- Make a way to prevent crafting on place
|
||||
- Sneak? Aux?
|
||||
- Confirmation UI after completing recipe, e.g. floating ent
|
||||
- Make all recipes include some pummel factor?
|
||||
|
||||
- Rakes don't work with door press.
|
||||
|
||||
- Health system slot bias should be a bit stronger
|
||||
|
||||
- Consider making offline (e.g. soaking) growth rates sublinear
|
||||
with time, e.g. diminishing returns for offline time, to create
|
||||
incentives to build nearby
|
||||
|
||||
- Stone softening rates feel off.
|
||||
- Once first stage of stone softens, others follow really
|
||||
quicky (exponential runaway basically).
|
||||
- If you leave stone soaking for a while, it looks like it
|
||||
basically softens all or nothing.
|
||||
- Can we smooth this out and make it less jarring?
|
||||
|
||||
- Item ent fixes
|
||||
- Try to settle more reliably on landing using moveresult
|
||||
- Items tend to slide more under lag conditions
|
||||
@ -17,30 +85,10 @@ ISSUES-GAME: Gameplay-affecting issues
|
||||
velocity, to calculate damage
|
||||
- Exempt thrown items from hurting players for a
|
||||
second or so after being thrown
|
||||
- Fix crappy sponge death mechanic
|
||||
- Remove special treatment of glass case and glass nodes
|
||||
- May need to find a new use-case for glass case?
|
||||
- Use majority heuristic for sponge death in node form
|
||||
- Death if dry nodes > 0 and >= wet nodes nearby
|
||||
- Ignore sealing nodes
|
||||
|
||||
- Ore density reform
|
||||
- Make all ores rarer, denser at all depths
|
||||
- Reduces tedium of lode-finding, while keeping
|
||||
challenge roughly intact (clues/stains more important)
|
||||
- Track counts in mapgen, do surveys to keep
|
||||
averages about the same
|
||||
|
||||
- Hint system:
|
||||
- Use crafting instead of inv/punch checks for "make" hints.
|
||||
- Fixes hints completing on dungeon/multiplayer cases.
|
||||
- Make all crafts/recipes trigger witnessing?
|
||||
|
||||
- A way to visualize the infusion rate effects would be nice
|
||||
- Particles don't work due to semitransparent liquid
|
||||
|
||||
- Health system slot bias should be a bit stronger
|
||||
|
||||
- Make door operation bredth-first queue-recursive for consistent
|
||||
operation and addressing timing conflicts.
|
||||
|
||||
@ -75,8 +123,6 @@ ISSUES-GAME: Gameplay-affecting issues
|
||||
- Consider reverting burning item stack lossiness, make stacks
|
||||
exactly conserve quantity when ignited?
|
||||
|
||||
- Rakes don't work with door press.
|
||||
|
||||
- Players losing run speed on damage would be simplified by checking for
|
||||
<max health instead of time of last damage.
|
||||
- Should lose farzoom when damaged too.
|
||||
@ -101,16 +147,6 @@ ISSUES-GAME: Gameplay-affecting issues
|
||||
- Add a few smoke particles to fire?
|
||||
- Make them different (smaller?) than cooking to differentiate.
|
||||
|
||||
- Stone softening rates feel off.
|
||||
- Once first stage of stone softens, others follow really
|
||||
quicky (exponential runaway basically).
|
||||
- If you leave stone soaking for a while, it looks like it
|
||||
basically softens all or nothing.
|
||||
- Can we smooth this out and make it less jarring?
|
||||
|
||||
- Make a way to prevent crafting on place
|
||||
- Sneak? Aux?
|
||||
|
||||
- Consider changing wet/dry stack splitting
|
||||
- Currently, original stack remains in place, wetted/dried
|
||||
stack jumps out to new spot.
|
||||
@ -166,16 +202,6 @@ ISSUES-GAME: Gameplay-affecting issues
|
||||
- Flammables should respond via AISM when bathed in fire or igniting
|
||||
liquids like molten glass or rock.
|
||||
|
||||
- Shelf recipe reform
|
||||
- Add a "shelf frame" node made from wooden frames
|
||||
- Name: "form"?
|
||||
- Add appropriate material to shelf frame to make shelf
|
||||
- 2-stage construction should make it easier to discover
|
||||
- Shelf frame can gain its own distinct uses
|
||||
- e.g. some things can fall through it but not others.
|
||||
Items? Players? Fluids?
|
||||
- For glass case, dig out center of clear glass w/ pick?
|
||||
|
||||
- Should there be pockets of softer stone at depth, like there is gravel?
|
||||
- Register ores for softer stone of each level
|
||||
- Maybe some ores for cobble and/or loose cobble?
|
||||
|
Loading…
x
Reference in New Issue
Block a user