nodecore-cd2025/docs/issues-game.txt

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ISSUES-GAME: Gameplay-affecting issues
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- We can reliably detect the zoom player control, make far-zoom only
work while zooming, and add hints for it.
- Consider switching touchtips to waypoint HUDs now that hiding
distance is an option.
- BUG: Players with very high lag are sometimes able to dig air,
flux into their inventory, esp. with silk-touch tools.
- Door upward conveying is sort of useless right now; make it also
push objects outward, so this motion can be useful for upward
item transport?
- Valleys mapgen rivers seem to rely on having an actual separate
river water registration with a specific liquid range.
- Should item ents experience more drag when in fluids?
- Door-wheels do not affect attached glyphs...
- Add a few smoke particles to fire?
- Make them different (smaller?) than cooking to differentiate.
- Stone softening rates feel off.
- Once first stage of stone softens, others follow really
quicky (exponential runaway basically).
- If you leave stone soaking for a while, it looks like it
basically softens all or nothing.
- Can we smooth this out and make it less jarring?
- Make a way to prevent crafting on place
- Sneak? Aux?
- Consider changing wet/dry stack splitting
- Currently, original stack remains in place, wetted/dried
stack jumps out to new spot.
- Instead, maybe wetted/dried stays in place and original
jumps out (unless there's an adjacent wetted/dried stack to
reuse).
- More similar to the way flammable stack ignition works
- Just meaner overall
- Consider largely retiring offline time-integral mechanics
- Keepers:
- Tree growth
- Compost
- Losers:
- Sponge expiration
- Torch expiration
- Leaching
- Repacking
- Concrete
- Lux renew
- Logic: Action by a living thing (i.e. presence of player or
microorganisms) is what keeps time ticking...?
- Be more consistent with some non-offline mechanics like
fire fuel consumption
- "Fairness" issues, e.g. when sponge expiration happens before
squeezer DNTs have had a chance to fire.
- When we did torches via expiration metadata, the reason at the
time was that there was no way to get them to tick reliably like
we can with nodes; with AISMs this is no longer the case.
- Repose changes
- Staves/rods should repose a lot less or not at all.
- Rework repose to be based on amount of loose material below, not
amount of distance available to fall? repose only needs to have a
particular angle as measured on flat land?
- Delay lens full brightess?
- Propagate optic signals immediately
- Reach full brightness a few seconds later, to reduce map
update work and prevent rapid strobes.
- Strobes can cause excess lighting recalcs and block
transfers, and can cause seizure problems for users
- Consider doing looktips and using a custom HUD to force crosshair
for mobile as well.
- Looktips can re-show any time lookdir changes, not just on
change of target node name, so rejiggling the view can
give more time to read tip.
- Don't allow looktip if the "above" node is below a certain
light level
- Consider separating wieldtips and punch/looktips again.
- Separate air vs. node cursor?
- Like the node vs. entity cursor, can we hide the cursor when
pointing only at air?
- Could have an API to check for pointability, e.g. bandolier
slots from the back.
- Would server lag be too much?
- This would integrate really well with a WAILA sort of thing.
- Could totally revamp touchtips, and dynamic feel Lightning.
- Use an image HUD so we can force mobile to display it too, so
mobile players can use look dir too?
- falling_node pillars settle out of order!
- Also anectodal issues with falling nodes sometimes
tunneling WAY upwards now, as observed with BXS's
mine on NCC where gravel tunneled all the way up
the ladder
- Tote issues:
- Consider updating tote recipe.
- Totes should do face-connected search for totables; don't pick up
shelves only touching via a corner.
- Flammables should respond via AISM when bathed in fire or igniting
liquids like molten glass or rock.
- Import YCTIWY as part of the base game.
- Setting to disable entirely
- Setting to disable compact mode
- Setting for fresh/stale like bones; items become accessible
only after time has passed since last login
- Make the priv just to override any protections
- Shelf recipe reform
- Add a "shelf frame" node made from wooden frames
- Name: "form"?
- Add appropriate material to shelf frame to make shelf
- 2-stage construction should make it easier to discover
- Shelf frame can gain its own distinct uses
- e.g. some things can fall through it but not others.
Items? Players? Fluids?
- Should there be pockets of softer stone at depth, like there is gravel?
- Register ores for softer stone of each level
- Maybe some ores for cobble and/or loose cobble?
- Consider checking for a nearby active player before running
"fast-evolving" ABMs that don't normally work offline, like fire
extinguishing/spreading?
- This would make gameplay more fair for those who tend to
go AFK suddenly and can't return for a long time.
- This would reduce the gap between things that support the offline
mechanic and those that don't between MP and SP.
- Make separate walkable/non-walkable stack nodes.
- Should sticks and eggcorns be non-walkable?
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