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