Notes update and reorg

This commit is contained in:
Aaron Suen 2021-11-25 21:36:24 -05:00
parent 9d6abc30d5
commit 001f9767fe
3 changed files with 77 additions and 42 deletions

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@ -29,6 +29,10 @@ IDEAS: Possible future additions/improvements to the game
- Shine if facing an active lens within range. - Shine if facing an active lens within range.
- Cast a distant flashlight beam if carrying a source (e.g. torch)? - 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)? - Stone brick hardening (in-place)?
- Use stylus on sand to produce same patterns as on concrete, inverted? - Use stylus on sand to produce same patterns as on concrete, inverted?

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@ -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. - Recipe "rate adjust" is messed up.
- Make rate_adjust ONLY use config - Make rate_adjust ONLY use config
- Add a speed adjustment for manual changes, e.g. when - Add a speed adjustment for manual changes, e.g. when

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@ -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 - Item ent fixes
- Try to settle more reliably on landing using moveresult - Try to settle more reliably on landing using moveresult
- Items tend to slide more under lag conditions - Items tend to slide more under lag conditions
@ -17,30 +85,10 @@ ISSUES-GAME: Gameplay-affecting issues
velocity, to calculate damage velocity, to calculate damage
- Exempt thrown items from hurting players for a - Exempt thrown items from hurting players for a
second or so after being thrown 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 - A way to visualize the infusion rate effects would be nice
- Particles don't work due to semitransparent liquid - 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 - Make door operation bredth-first queue-recursive for consistent
operation and addressing timing conflicts. operation and addressing timing conflicts.
@ -75,8 +123,6 @@ ISSUES-GAME: Gameplay-affecting issues
- Consider reverting burning item stack lossiness, make stacks - Consider reverting burning item stack lossiness, make stacks
exactly conserve quantity when ignited? exactly conserve quantity when ignited?
- Rakes don't work with door press.
- Players losing run speed on damage would be simplified by checking for - Players losing run speed on damage would be simplified by checking for
<max health instead of time of last damage. <max health instead of time of last damage.
- Should lose farzoom when damaged too. - Should lose farzoom when damaged too.
@ -101,16 +147,6 @@ ISSUES-GAME: Gameplay-affecting issues
- Add a few smoke particles to fire? - Add a few smoke particles to fire?
- Make them different (smaller?) than cooking to differentiate. - 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 - Consider changing wet/dry stack splitting
- Currently, original stack remains in place, wetted/dried - Currently, original stack remains in place, wetted/dried
stack jumps out to new spot. 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 - Flammables should respond via AISM when bathed in fire or igniting
liquids like molten glass or rock. 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? - Should there be pockets of softer stone at depth, like there is gravel?
- Register ores for softer stone of each level - Register ores for softer stone of each level
- Maybe some ores for cobble and/or loose cobble? - Maybe some ores for cobble and/or loose cobble?