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.
2019-03-10 15:47:22 -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
2019-03-03 11:34:33 -05:00
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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