Aaron Suen
1b9b20c80b
Initial proof-of-concept writing system.
It's barely usable/playable. I'm not happy with how disjoint it is from the existing crafting system, for little gain; there's a lot of on_nodepunch logic that was added for this. It also doesn't play very well. Major issues: - Awkward collision with existing logic, e.g. taking things from shelves, then drawing on side of shelf. Probably need a group specifically for writable sufaces. - Single action to rotate through all glyphs is bad. Probably want one to change through the 8 shapes, and another to change rotation/reflection. - Erasure is awkward, inconsistent, and not necessarily reliable. Should make it possible to recover charcoal in most cases, and use a unified set of hooks for it... Should glyphs be pointable and run logic directly on node, or should we keep it point-through...?
======================================================================== CORE DESIGN PRINCIPLES ------------------------------------------------------------------------ - 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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