249 lines
9.4 KiB
Plaintext
249 lines
9.4 KiB
Plaintext
========================================================================
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ISSUES-GAME: Gameplay-affecting issues
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------------------------------------------------------------------------
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- Right-clicking the top of a shelf places a legacy plantlike eggcorn
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node instead of an eggcorn item.
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- Door crafting issues:
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- Can't construct a tool (apply mallet head to staff)
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- Don't get hint from tool construction (e.g. should get "complete
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craft with door" hint from making an adze)
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- Witnesses emitted by doors or propelled tools should
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probably originate from ALL nodes involved, e.g. door,
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tool used, node acted upon by tool.
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- Should tickling mechanic work with doors?
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- Pumwater is too hard to find
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- Make springs more plentiful at depths <= -256?
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- Add a new pum-construct?
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- Extra pools?
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- Amalgamation touching water?
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- Pockets/traps?
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- Make it especially plentiful below -512-ish
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- Detect and warn players about misuse of singlenode mapgen
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- Mods can register if they're supporting singlenode.
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- We can detect player "falling forever" by scanning down
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to find anything other than air before ignore.
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- Revert /mods changes
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- Possibly list out add-on mods in About box in long form?
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- Tree hierarchy?
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- Add optional version API?
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- Instead of always displacing nodes upon falling node landing, should
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check for diggability and if diggable, convert to drops.
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- Add subtle visual indicator opposite door hinge
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- Touch-damage is overused, should probably only apply to
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obviously extremely hot things like embers and pumwater.
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- Maybe add a pickup_damage/hotpotato group specifically
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for the hot potato functionality.
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- Re-examine chiseling recipes
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- Bricks accept annealed chisels, which makes some sense
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from a game balance perspective (cosmetic-only = cheap)
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but less re: realism.
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- Similarly doors all require tempered chisels, and maybe
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at least wooden doors should accept annealed.
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- Cannot catapult an item into a form from below.
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- Is this actually important?
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- Thatch and wicker should probably have recycling recipes.
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- Do we really need stack_as_node for leaves, sticks, and a
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few other ordinary items anymore, or has our falling_node
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rework made that irrelevant now?
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- Grass, sprouts, and stumps (maybe others) all reuse textures from
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dirt, and from some sides are visually indistinguishable from
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dirt, yet the player is somehow able to distinguish them via a
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looktip (not even needing to touch/hear). This feels inconsistent
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and maybe these nodes should have distinct textures on all sides,
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like added roots.
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- Sponge Fixes
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- Fix crappy sponge death mechanic
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- Remove special treatment of glass case and glass nodes
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- May need to find a new use-case for glass case?
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- Improve sponge colony growth shape
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- Prevent tall vertical column growth seen on NCC by Kimapr
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- Instead of just pushing out a sponge, floodfill to find colony
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(reuse colony volume check), then pick a random surface node
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to grow from; maybe save candidate water spots during the flood
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scan and grow non-locally to that?
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- Hint system:
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- Split hint descriptions into "pre" and "post" parts.
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- Undiscovered, show just "pre" part (1 stick + 4 adze)
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- After, show both (1 stick + 4 adze => rake)
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- Make all crafts/recipes trigger witnessing?
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- Hide stylus hint until after mixed concrete
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- Make a way to prevent crafting on place
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- Sneak? Aux?
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- Confirmation UI after completing recipe, e.g. floating ent
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- Make all recipes include some pummel factor?
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- Doors should produce particles when digging or pummeling
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- Door press recipe limitations
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- Node-placing recipes don't work with itemstacks
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- Tool and torch making don't work
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- We should be able to detect failed-catapulting for this
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- Stackapply recipes
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- Needed for automatic eggcorn planting
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- Rakes don't work with door press
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- Doesn't work consistently on nodes, only stacks
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(silk touch issues)
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- Need a way to decide on sneak or regular dig:
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door tier? direction? rake type?
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- Need a better API, possibly pass something for the
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"digger" param instead of machine_digging sidechannel
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- Health system slot bias should be a bit stronger
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- Consider making offline (e.g. soaking) growth rates sublinear
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with time, e.g. diminishing returns for offline time, to create
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incentives to build nearby
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- Stone softening rates feel off.
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- Once first stage of stone softens, others follow really
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quickly (exponential runaway basically).
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- If you leave stone soaking for a while, it looks like it
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basically softens all or nothing.
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- Can we smooth this out and make it less jarring?
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- Item ent fixes
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- Make crush damage use velocity relative to player,
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not absolute velocity, to calculate damage
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- A way to visualize the infusion rate effects would be nice
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- Particles don't work due to semitransparent liquid
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- Make door operation bredth-first queue-recursive for consistent
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operation and addressing timing conflicts.
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- Remove fullbright from admin hand.
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- Separate fullbright priv.
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- Also disable skybox/sunlight diminishing by depth?
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- The hand could use a bit of an overhaul too.
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- Better name, appearance.
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- Make it look like a tool instead of hand?
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- Maybe some kind of force entity like a lighting bolt?
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- Add a way to extend wandering generations
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- For glass, heat sources
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- For concrete, moisture sources
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- Rakes should probably not charge durability for digging first item
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stack, or should charge reduced wear for item stacks.
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- Tarstone should produce coal particles consistently when broken back
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down to regular cobble, but it only works with the base node, not the
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etched ones.
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- Integrate YCTIWY into base game
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- Players losing run speed on damage would be simplified by checking for
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<max health instead of time of last damage.
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- Should lose farzoom when damaged too.
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- Should water/lava springs vary by depth? Lava seems kind of laborious
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to find right now.
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- We can reliably detect the zoom player control, make far-zoom only
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work while zooming, and add hints for it.
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- Door upward conveying is sort of useless right now; make it also
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push objects outward, so this motion can be useful for upward
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item transport?
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- Valleys mapgen rivers seem to rely on having an actual separate
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river water registration with a specific liquid range.
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- Should item ents experience more drag when in fluids?
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- Door-wheels do not affect attached glyphs...
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- Add a few smoke particles to fire?
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- Make them different (smaller?) than cooking to differentiate.
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- Consider changing wet/dry stack splitting
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- Currently, original stack remains in place, wetted/dried
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stack jumps out to new spot.
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- Instead, maybe wetted/dried stays in place and original
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jumps out (unless there's an adjacent wetted/dried stack to
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reuse).
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- More similar to the way flammable stack ignition works
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- Just meaner overall
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- Consistentize soaking/offline mechanics
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- Use a DNT to make check regular for things actually soaking
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- To consider:
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- Tree growth
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- Compost
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- Sponge expiration
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- Torch expiration
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- Leaching
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- Repacking
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- Concrete
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- Lux renew
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- Logic: Action by a living thing (i.e. presence of player or
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microorganisms) is what keeps time ticking...?
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- Be more consistent with some non-offline mechanics like
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fire fuel consumption
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- When we did torches via expiration metadata, the reason at the
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time was that there was no way to get them to tick reliably like
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we can with nodes; with AISMs this is no longer the case.
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- Repose changes
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- Staves/rods should repose a lot less or not at all.
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- Rework repose to be based on amount of loose material below, not
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amount of distance available to fall? repose only needs to have a
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particular angle as measured on flat land?
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- Delay lens full brightness?
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- Propagate optic signals immediately
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- Reach full brightness a few seconds later, to reduce map
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update work and prevent rapid strobes.
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- Strobes can cause excess lighting recalcs and block
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transfers, and can cause seizure problems for users
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- Tote issues:
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- Consider updating tote recipe.
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- Totes should do face-connected search for totables; don't pick up
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shelves only touching via a corner.
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- Flammables should respond via AISM when bathed in fire or igniting
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liquids like molten glass or rock.
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- Should there be pockets of softer stone at depth, like there is gravel?
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- Register ores for softer stone of each level
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- Maybe some ores for cobble and/or loose cobble?
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- Maybe ores for dirt, sand?
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- Consider checking for a nearby active player before running
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"fast-evolving" ABMs that don't normally work offline, like fire
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extinguishing/spreading?
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- This would make gameplay more fair for those who tend to
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go AFK suddenly and can't return for a long time.
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- This would reduce the gap between things that support the offline
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mechanic and those that don't between MP and SP.
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- Make separate walkable/non-walkable stack nodes.
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- Should sticks and eggcorns be non-walkable?
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........................................................................
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========================================================================
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