nodecore-cd2025/docs/issues-game.txt
Giuseppe Bilotta eee5ee27aa Typos
2022-03-23 22:30:36 +01:00

249 lines
9.4 KiB
Plaintext

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