Aaron Suen b8b4b24982 Start unified API, add angle-of-repose logic.
"Loose" versions of materials will only allow a certain maximum
angle of repose, and will shuffle around sideways and fall if
that angle is exceeded.  Softer materials like sand, leaves, loose
items, will all have shallow angles, while sturdier stuff like
dirt, gravel, etc. may allow steeper ones.
2018-11-02 07:52:23 -04:00
2018-10-29 20:58:29 -04:00
2018-10-29 20:34:30 -04:00
2018-10-31 20:31:13 -04:00

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CORE DESIGN PRINCIPLES
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- Do as much in node-space in the world as possible.
	- Minimize use of off-grid entities.
	- Avoid encapsulating things in inventories, machines, GUIs.
	- Crafting and transforming in-world.
- Minimal set of primitive composable functions.
	- Each node should do one job (or one part of a job).
	- Only include the most primitive, fungible components.
	- Avoid redundant functionality, include fewest possible
	  different elements.
	- Complex emergent gameplay by combining simple nodes.
- Challenging and constrained gameplay.
	- Limited inventories, very restricted item storage, e.g. one
	  stack per node.
	- Large, complex machines to design and build for resource
	  transformations.
	- Subtle environmental hazards, like deadfalls and pestilence.
- Rich, subtle interactions.
	- Digging, placing, punching and battering.
	- Different effects from different tools (including empty hand).
	- Different faces of node may have different effects.
- Focus on puzzle-oriented single-player/cooperative gameplay.
	- Avoid dependence on action, combat, PvP.
	- Slow-moving hazards, players have a chance to think and plan.
	- Acessible for slow reflexes, slow networks, mobile devices.


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