nodecore-cd2025/docs/ideas.txt
Aaron Suen 776cab1701 Ideas
2021-07-09 08:55:09 -04:00

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IDEAS: Possible future additions/improvements to the game
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- Alternative path to wood tech.
- Get around the "climb a tree and chop from the top"
counterintuitive leap.
- Use gravel to stone-tip an adze, giving it choppy=2
- Make stone adze break really fast if used to cut a tree
(modify durability? post-dig hook?)
- Lenses in inventory react to nearby light.
- Shine if facing an active lens within range.
- Cast a distant flashlight beam if carrying a source (e.g. torch)?
- Stone brick hardening (in-place)?
- Use stylus on sand to produce same patterns as on concrete, inverted?
- Display some kind of warning on >2s lagspikes
- This breaks some game things like pummels
- Players should all be warned ... HUD?
- Need to reduce overreliance on soaking API
- It's complex, expensive, and prone to problems.
- Need a unified "theory" of soaking.
- Only things a certain kind of "alive" cause time to pass.
- Players
- Eggcorns (life inside the seed)
- Interaction between lux and tools
- Systems for accelerating idle mechanics using higher-tier tech or more complex builds
- Optic pulse/strobe to accelerate checks
- Combine with lux reaction?
- Register nodes for extra check callbacks in area
- High tier door ideas
- Require higher-tier doors to operate higher-tier
tools/heads?
- Limit ability of lower-tier doors to drive higher-tier
doors, e.g. only allow driving up to 1 tier above? This
could allow one-way slippage mechanisms.
- Some doors can't be hand-operated, only ablated.
- Plants from nc_nature
- To import:
- Mushrooms
- Function:
- Source of special materials like ash? Cheaper peat?
- Thatch?
- Upconvert dirt to humus nearby?
- Rushes to reeds to windchimes?
- Rework falling_node (or build alternative) with customizability
- Allow lode rods, ladders to hang from ceilings?
- Add on_fall_check hook, hook in check_single_for_falling
- Durable transparent/window material.
- Harder to mine, noob protection.
- "Reinforced glass?"
- Use lava+water hardening recipe on glasses?
- Lode frames to fill this role?
- Reach-through-able lux rad shielding?
- Make radiant heat do burn damage instead of plain?
- Reuse lux burns? Different kind of burn?
- Spindle/axle nodes
- Can carry door rotations along a 1x1 path
- Don't actually move (except maybe animate)
- Apply friction in all 4 directions
- Can act as gears.
- Note that they should "spin" twice as fast, though this
probably wouldn't actually matter according to actual mechanics.
- Maybe make threading?
- Apply lateral forces to certain nodes?
- Make grain augers?
- Special threaded elevator nodes?
- Make etched concrete rotatble?
- Rotate only in pliant state by rightclick.
- When dug w/ silk touch, store param2 in metadata, add rotation
value to touchtip to explain non-stacking.
- Visual "subtitles" for sounds?
- Use new image_waypoint HUD type; it works in new versions,
invisible in old versions (graceful fallback).
- An icon for each sound type.
- Buff igniting
- Make hot lode and other heated materials able to ignite
- This was probably not already done just because we
didn't have AISMs at the time, but we do now.
- Reconsider lux fluid ignition again.
- Maybe have rare "spark" events that can ignite?
- Maybe have it involve proximity to other materials?
- Water? Lava?
- Optic beams?
- Can we use glasslike_framed for shelves?
- Alternate 2 versions of the registration based on y coord
so it forces top/bottom faces to show
- More lode bar crafts:
- Frames
- Ladders?
- Allow frame loose ends to be chopped off when placed next to other
frames, so custom shapes can be made.
- Chop wood ladders/frames back into sticks?
- Piezo node for optics detects sounds?
- Sounds emitted by mod stuff?
- Footsteps?
- Can be used as a BUD
- Lode tongs?
- Craft from bars/rods (or lode adzes?).
- Add an API to hot potato
- Scan for all hot potato items and produce a list of slot->bool
- If any items found with an on_hot_potato callback, pass them
that list (and player, inv, etc) to be modified.
- If slot is marked "safe" then no hot potato if items are in
a slot adjacent to tongs.
- If slot is not marked safe, mark it safe if tongs or any tool
are wielded item.
- Unmark safe any slots that don't contain hot things after
hot potato check.
- Will probably need to unify damage_touch into an API that checks
for damage given a player and a stack.
- Check for hot potato.
- Check upon pickup for anti-lode-move-exploit.
- Lux/lode ore in already-partly-dug cobble form in mapgen/ore?
- Dungeon loot
- Expose API for mods to intercept/modify loot
- Add recipe hints (prearranged nodes) as decorations?
- A lode "mace" tool with all dig groups?
- Would require reevaluatng recipe priority, or tool modality.
- Make lava easier to find at a distance visually
- Particles, like cherenkov?
- New Darkness feature:
- Keep track of queue of recent "safe spots" for player:
in sunlight, on solid ground or climbable etc.
- Also check for being completely entombed in solid non-climbables.
- Track player darkness, search for nearby light. Keep track of recent hit/miss (ring/queue).
- If player is in TOTAL darkness for long enough to be certain, then do "fugue" teleportation.
- Fade screen to black slowly via HUD (maybe have an API for this for skyrealms).
- Drop all items.
- Apply a temporary debuff...?
- Teleport player back to recent safe spots until we find one, or run out.
- Fade screen back from black.
- Should tool appearance vary based on wear?
- Make "fresh" vs. "worn" tools (for purposes of their usability
in crafts) have a distinct look?
- Tree sap
- Stumps with air above exude, become dry stumps.
- Use as a glue/resin in recipes.
- Make longer-life torches?
- Stick optics in place to prevent rotating?
- Straw/thatch?
- Domain Wall Sensor
- Adapt from sztest?
- Field Generator?
- Power an annealed lode block from 2 opposite faces.
- Generates particle effect at mapblock boundary.
- Particle effect with lux fluid and/or cobble?
- Create particle effect around player while carrying lux in
inventory?
- Maybe only if the lux is higher activation tier?
- Should ash and derivatives have a fertilizing effect?
- Maybe wet/tacky stuccos?
- Way to detect specific nodes
- Comparison against a sample node?
- Allow optic signals to carry "chroma" signatures, compare?
- Door Automation
- Mount tool heads on frames to make machine tools?
- Need more door materials: lode, glasses
- Renewability Gap
- Renewable but not generatable
- Sponges: Sprout under water from peat+sand?
- Lode
- Lux cobbl
- Water sources.
- Lava sources.
- Sustainable but not renewable
- Not sustainable
- Lux stone (smooth)
- Threats
- Visceral
- Leaping sparks/podobos from lava
- Only where multiple source nodes are adjacent (lava lakes)
to be nicer to managed builds and skyblocks.
- They fly ballistically, maybe bounce, and set fires where
they land.
- Possibly knock stone loose and cause cave-ins? Displacing
lava lakes upward would be pretty dramatic.
- Flammable/toxic gas?
- Monsters: stone-lurkers, mimics.
- Complex multi-node mimic that eats tools you try to dig it with,
stores them in core node(s) inside somewhere to be recovered.
- Lightning, meteor strikes?
- Creeping
- Cellular automata hazards.
- From exploration, delving too deep, leaving things to rot, etc.
- Blights, Fungi
- Termites, carpenter ants, other wood-eating inflictions?
- Lurk Ore
- Moves freely among air-exposed stone while no player is looking.
- Follows after player, attempting to cause harm.
- Weakens nodes above/below player into falling nodes,
e.g. loose cobble, gravel?
- Steals items from player, drops onto ground or absorbs them
into body? Saps tool durability?
- Ignites flammables it passes by?
- Downgrades or absorbs ores nearby by contact or air floodfill?
- Creates illusionary nodes you can fall through?
- Cannot be dug or damaged directly.
- Digging it yields plain stone, but converts up to 2
surrounding stone nodes into Lurk.
- Need to dig all around it so it cannot move, then apply Some
time-integrated process to convert it to useful form.
- New materials to craft with.
- Dungeon materials, stonework?
- Decorations for dungeons
- Small plants? Reeds? Mallows?
- Sea stars, anenome, coral, other underwater things?
- Fungi, esp. tree-destroying ones, blight?
- Oil, natural gas? Fossils and fossil fuels?
- Geode, hydra crystals, radioactives?
- Shipwrecks or alien tech
- Slow-moving animals? Snails? Miniature spice worms?
- Non-portable things, like "spawners" or wormholes
- Tubers and taproots, cacti, and other "defensive" plantlife
- Plant-like CA animals, like bee nests and clouds of bees?
Termine mounds? Ant colonies? Coral?
- Popeggcorn?
- Ores that smelt via heating and then rapid quenching?
- Things that cannot ever be dug, and must be moved only
by in-world machinery?
- Vary player walking speed based on nodes under feet?
- Visual "craft guide" system?
- Build a 3x3 work space out of wood/logs, place center node
last and it will convert to a workbench node.
- Workbench node will scan for potential recipe matches
centered on the space above based on what's present
and matches at least 1 non-air node, picks one.
- Create display "ghost" entities representing items that
can be placed to complete the recipe.
- Should tree growth rate start out faster but slow down?
- This could make the decision to harvest trees early vs
wait for them to mature more nuanced.
- Social features
- Hint system
- Social achievments
- When completing a hint, also tell other players on
the same server if they've completed it too.
- Vicarious discovery
- When a player completes a hint/discovery, generate
witness events for anyone who can see.
- Randomize player appearance/colors.
- Skin color, hair color, eye color?
- Add a "cloak" layer for cloaks, capes, over entire body
- Make some control states / anims last a little longer, e.g.
extend mining or waving anims to a second or so to make sure
they're visible and not just flicker.
- Drop-in recipes, triggered on thrown or falling items settling?
- Good for dangerous stuff, maybe?
- Compact signage via concrete/writing/stylus
- Draw glyphs on a wall.
- Place a lens focusing light from the wall onto a spot.
- Put pliant concrete in that spot.
- Make sure wall is adequately lit.
- Etch the lens-facing side of the pliant concrete with stylus.
- Create a "custom patterned" concrete sign block with letters etched
onto it. Store in metadata, use ents to render, etc.
- Allow metalworking with wood tools?
- Eat a lot of extra durability?
- Door animations.
- These need to be relatively efficient, i.e. not involve
a ton of node manipulation or spawning lots of entities.
Of particular concern is network packet load on clients.
- Something using animated entities (which could represent
multiple nodes sharing an axis) could work well.
- Alternatively, a reasonable particle effect? Something
abstract is fine too, as long as it conveys a sense of
movement to help players visualize what's moving and in
what direction.
- Visual in-world hotbar
- GreenXenith's visualbar mod
- Replace hotbar, merge it with both bandolier and YCTIWY?
- Players could be "pickpocketed" during normal gameplay.
- Make a sound/visual to warn player.
- Jordach's new first-person-attached entities feature?
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