- Intermediate number of stages.
- No dizzying rotation.
- Still has a blank first stage for emergency hand-dig.
- More reminiscent of isometric cube motif.
- Lines coming from center make it more "crack-like".
- Now has 24 stages instead of 12.
- First stage is blank, to prevent very long digs from
giving player too much positive feedback.
- Rotation effect.
The key thing here is that for the first 1/24 of the
dig animation, no positive feedback is given to the
player to indicate that the dig is "working." This
should discourage new players from being distracted
by the emergency hand-digging feature.
More dig stages also help players get a better sense
of progress as they're digging things that do take a
long time, since digging in NodeCore tends to be
slower overall than digging in most MT games.
The rotation was thrown in as an afterthought, but
helps give a sense of progress. Hopefully it's not
too distracting or seizure-inducing on very short dig
times; it ends up sort of all blurring into a circle to me
when digging with advanced tools...
We can't actually fully texture the top, bottom, and ends of the
hand because it's a wield extrusion, so make the whole thing
consistently banded so all faces look as bad as the ones we have
the least control over.
- Clean up registered_* usage patterns.
- Reduce tendancy of leaves to create stack nodes.
Now they tend to stack up properly in-world more often.
- Tweak damage system to create "headroom" where minor
damage doesn't cost inv slots immediately.
- Make player hand skin color match model skin.
- Cleanup/unify grass abm logic.
- Start installing new sounds by MagikEh
Sound source:
https://github.com/MagikEh/SoundsOfWarr
Hexagonal gradients aren't actually a thing, but 6 linear gradients
are a thing. Render them in high-res to minimize the effect of
anti-aliasing gaps, and then shrink them to fit.