Aaron Suen 170605dd6b EXPERIMENTAL direct player inventory pickup control.
Players can specify the exact slot they want picked up items to go
into.  Items will try to fit into the currently selected slot first
before filling additional slots according to normal rules.

This is experimental and may lead to lost or duplicate items!!

Hopefully this should end up being a lot more intuitive and
immersive than the old sneak-dig hack that only worked for certain
objects.  It's consistent across all functionality that causes
items to be added to player invetory (including /give).

Unfortunately it adds yet another globalstep function, and a
fairly complex one at that...
2019-03-24 18:24:54 -04:00
2018-10-29 20:58:29 -04:00
2019-02-21 14:27:06 -05:00
2019-02-19 00:22:50 -05:00
2018-10-29 20:34:30 -04:00
2018-10-31 20:31:13 -04:00

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CORE DESIGN PRINCIPLES
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- Do as much in node-space in the world as possible.
	- Minimize use of off-grid entities.
	- Avoid encapsulating things in inventories, machines, GUIs.
	- Crafting and transforming in-world.
- Minimal set of primitive composable functions.
	- Each node should do one job (or one part of a job).
	- Only include the most primitive, fungible components.
	- Avoid redundant functionality, include fewest possible
	  different elements.
	- Complex emergent gameplay by combining simple nodes.
- Challenging and constrained gameplay.
	- Limited inventories, very restricted item storage, e.g. one
	  stack per node.
	- Large, complex machines to design and build for resource
	  transformations.
	- Subtle environmental hazards, like deadfalls and pestilence.
- Rich, subtle interactions.
	- Digging, placing, punching and battering.
	- Different effects from different tools (including empty hand).
	- Different faces of node may have different effects.
- Focus on puzzle-oriented single-player/cooperative gameplay.
	- Avoid dependence on action, combat, PvP.
	- Slow-moving hazards, players have a chance to think and plan.
	- Acessible for slow reflexes, slow networks, mobile devices.


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