nodecore-cd2025/docs/issues-game.txt
2020-06-25 07:07:51 -04:00

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ISSUES-GAME: Gameplay-affecting issues
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- Buff lux burns significantly when touching lux.
- Change lux burn model to operate like radiant heat instead?
- Genericize radiant damage check to check a hook for damage
applicability from nodes found
- Maybe retire classic damage per second entirely
- Maybe replace all normal damage with lux burns?
- May need a hack to play damage effects when not altering hp.
- Set hp lower and use 1+ delta, then let damage normalizer
reset it?
- 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?
- Hint system
- Updates for everything since renewable ores (read changelog)
- Agg may have been broken by concrete overhaul
- Consider removing redundant or reverse paths, i.e. recycling
or artificial resource recipes.
- They complicate maintenance.
- They are distracting for players (e.g. Emerald feeling
COMPELLED to chop up a lode crate unnecessarily for the
hint completion)
- Hints could be re-expanded by 3rd party mods
- 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.
- 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
- 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?
- Make stone brick more easily crafted by chiseling with a high-tier
pick, e.g. tier 7+
- 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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