nodecore-cd2025/docs/roadmap.txt
2019-02-20 00:40:55 -05:00

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ROADMAP (SHORT-TERM)
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- Shelving needs to burn up in fire, but leave contents behind.
- Add direct stack node placement support to recipes
- Brief time now spent as a loose item causes things to be
picked up when what I want to do is pummel them again.
- Containers.
- Storage shelving?
- A bag that expands when placed, if room.
- Inventory slots around central node each holds 1 stack.
- Dig central node to bundle up, store content in metadata.
- Containers may have "levels" to control nesting.
- Fire tech.
- Fire rework.
- Migrate to first-class API.
- Proper API for burning up items
- on_burn? burns_to?
- Move heat and quench calcs all into API.
- Cumulative heat helpers?
- Maybe generalized time-cumulative helpers that
could be used with plant growth too?
- Unify heat transformations into recipe system with
cooking recipes?
- Make fuel consumed slower by reducing flame exposure.
- Encourages designing a better furnace.
- Smothering produces charcoal instead of ash.
- Can be reburned. Maybe easier to ignite?
Maybe rejuvenate fuel in exchange for effort?
- Make ash whiter, charcoal black.
- New materials to craft with.
- Dungeon materials, stonework?
- Decorations for dungeons
- Tree sap from stumps? Resin? Rubber? Shellac?
- Glassmaking?
- Small plants? Reeds? Mallows?
- Sea stars, sponges, anenome, coral, other underwater things?
- Fungi, esp. tree-destroying ones, blight?
- Oil, natural gas? Fossils and fossil fuels?
- Geode, hydra crystals, radioactives?
- Shipwrecks or alien tech
- Spice worms
- Non-portable things, like "spawners" or wormholes
- Lightning, meteor strikes?
- Tubers and taproots, cacti, and other "defensive" plantlife
- Hint system updates.
- Track recipe completion in stats.
- Use recipes for hint guide instead of just items in hand.
- Need to explain core mechanics.
- Crafting is now done by building.
- Punching repeatedly w/o digging does things.
- Some things may matter, like which face you hit.
- Make neighbor/distance calcs consistent.
- We're using scan_flood in some places, face checks in others,
and find_nodes_in_area (cuboid) in others.
- Diamond shape would be most consistent.
- Should require face touching, not diagonal.
- Make item updates search farther after they've been settled
for longer. Allow some upwards motion...?
- Rock strata
- Harder stone deeper down, requires better tools.
- Effective way to limit access to ores with tech advancement.
- Social features
- Randomize player appearance/colors
- Hardcore names...?
- Plant life stuff
- Tree growth catchup.
- Set last time calc at place-time and in ABM
- Define growth rate as gaussian, compute cumulative
growth as a single box-mueller transform upon ABM
- Visually show progress, e.g. display a sprout or
something above, to give feedback.
- Require light.
- Leaves settle into grass as podzol? Composting/decay?
- Dirt/sand/etc should self-compact if buried or over time.
OR loose dirt should grow grass.
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