53427e326d
It occurred to me that I still hear commonly repeated requests for some things not already documented, so include them.
118 lines
5.5 KiB
Plaintext
118 lines
5.5 KiB
Plaintext
========================================================================
|
|
NONIDEAS: Ideas already considered and rejected
|
|
------------------------------------------------------------------------
|
|
|
|
#### ##### #### # # ###### ##### ####
|
|
# # # # # # # # # # #
|
|
#### # # # # # # ##### # # ####
|
|
# ##### # # # # # ##### #
|
|
# # # # # # # # # # # #
|
|
#### # #### # ###### ###### # # ####
|
|
|
|
- Anything Already Added
|
|
- If something already exists in the game then it will not
|
|
be added. Please play though the game enough to understand
|
|
what is already in the game before making suggestions.
|
|
- Things that are ALMOST like things already in the game will
|
|
not be added. Players are expected to adapt their ideas to
|
|
the materials available, not the other way around.
|
|
|
|
- Anything Explicitly Removed
|
|
- If something previously existed in the game, but was
|
|
explicitly removed, then it was removed for a good reason and
|
|
will not be re-added.
|
|
- Suggestions to reverse removals must meet a high standard
|
|
for comelling evidence, including an understanding of the
|
|
context and reasons for the original removal.
|
|
|
|
- Copying From Other Games
|
|
- A game element added to NodeCore needs to be able to justify
|
|
its existence purely in the context of NodeCore.
|
|
- The presence of an element in another game is not compelling
|
|
evidence it should exist in this one, even if the element is
|
|
a useful enhancing feature of that other game.
|
|
|
|
- Mobs/Animals
|
|
- Things that are "off-grid" are discouraged. Node-based
|
|
"staybs" could at least fit the mechanics, but entity-based
|
|
creatures that move freely do not. Use of /clearobjects
|
|
should not remove key gameplay elements as long as the game
|
|
is allowed to "quiesce" first.
|
|
- Monsters that are easy to understand and deal with would not
|
|
fit the games theme or play style. Threats need to be subtle,
|
|
insidious, and indirect. Threats that offer no direct
|
|
cathartic response (i.e. bashing it to death) also fit the
|
|
theme better, as well as threats that can be turned around and
|
|
exploited as resources once mastered (but remain a threat if
|
|
handled carelessly).
|
|
- NodeCore pacing requires that dangers to a player should be
|
|
consequences of the player's own decisions, and not something
|
|
that can be blamed on environment or chance. Having monsters
|
|
spawn spontaneously and stalk the player would be problematic.
|
|
- NodeCore "conservation" mechanics discourage having things
|
|
spawn spontaneously at all, and they would need to be part of
|
|
mapgen.
|
|
|
|
- Food/Hunger
|
|
- Players are like ethereal beings who visit the world only
|
|
temporarily and are not subject to injury or survival
|
|
mechanics within the world.
|
|
- Things that focus a mechanic on/through the player do not
|
|
fit the world-centric/node-centric theme of the game.
|
|
- Using food items to provide things like temporary buffs is
|
|
likely to be a lot of effort and likely to be skipped by most
|
|
players.
|
|
|
|
- Day/Night Cycle
|
|
- Previously existed, was removed.
|
|
- Was only ever of cosmetic value while it existed.
|
|
- Only ever useful for powering lenses by skylight, but that
|
|
violated the game's principle of action only being dependent
|
|
on the state of things and their local surroundings, not on
|
|
specific times or places.
|
|
- Interfered with gameplay by forcing players to take measures
|
|
to skip night (waiting, or begging for beds, see below) until
|
|
they had achieved reliable artificial lighting. It was not
|
|
useful to compel players to develop lighting because darkness
|
|
underground was already sufficient for that.
|
|
|
|
- Health, Death, and Respawn
|
|
- Previously existed, was removed.
|
|
- Only ever included because it was provided by the
|
|
engine/built-in, but it never provided any justification for
|
|
its existence.
|
|
- Only ever distracted from gameplay and design. Health had
|
|
no effect other than death, and death was never more than an
|
|
inconvenience at worst. Attempts to make taking damage
|
|
disadvantageous e.g. by slowing walking speed were only ever
|
|
annoying and tedious.
|
|
- Death respawn could easily be exploited as a form of
|
|
teleportation, which was convenient under many circumstances,
|
|
and nerfed the threat of becoming lost or falling into
|
|
darkness, removing a lot of compelling reasons for players to
|
|
put attention into the game.
|
|
|
|
- Beds
|
|
- There is no night to skip, and players have no need for sleep.
|
|
- Bed-like structures can be made out of existing nodes. Purely
|
|
decorative elements that are not fungible do not fit the
|
|
game's design.
|
|
|
|
- Music
|
|
- Minetest engine only technically supports music, but it
|
|
doesn't work smoothly.
|
|
- Music would increase the download size of the game, and
|
|
correspondingly the media transfer time on joining servers,
|
|
but a decimal order of magnitude and is not worth it, even
|
|
at the lowest quality settings.
|
|
- Players often prefer playing their own music, and can just
|
|
play other music with another media player in background.
|
|
- Music is generally problematic for streamers and even music
|
|
that is supposedly freely-licensed sometimes ends up in
|
|
content fingerprint databases for automatic copyright strikes.
|
|
In theory this is not exclusive to music, but its prevalence
|
|
in music already is a big problem.
|
|
|
|
........................................................................
|
|
========================================================================
|