Aaron Suen
4d0f0734ba
Beginning of a bold new health system.
- Eliminate health and breath stat bars. - Players NO LONGER DIE FROM INJURY. - Players no longer lose walking speed or mobility. - Players lose inventory slots in proportion to injury; they're stuffed with an "injury" item, and items they displace are ejected. Slots are displaced in random order. - Healing rate is much faster, so players are usually mildly inconvenienced by injury, but can soon enough pick up their stuff and leave. - Health and breath HUDs are gone. Health is visible based on number of lost slots, and breath uses a vignette to narrow tunnel vision for O2 loss. Overall, the old health system has been more of an immersion- breaking annoyance than anything. This allows health to get out of the way of the primary gameplay. UNFINISHED: Need a replacement for the old "suicide to get unstuck" mechanic.
======================================================================== 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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