Aaron Suen
dca1e58a85
Yet more inventory/pickup changes.
- Intercept /give commands. - Provide an API for giving the player an item and inserting it into the inventory in the right place(s). - Change the fill order. We try to fill the current slot first, the continue to the right to the end of the bar, and then finally work our way left to the beginning. I think this fill order should be most comfortable, in terms of having items tend to fall close to the cursor.
======================================================================== CORE DESIGN PRINCIPLES ------------------------------------------------------------------------ - 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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