Aaron Suen
fa3871e99c
Drop slabs, increase stepheight.
Non-cubic nodes wreak havoc with falling items and stacks. The general need for slabs can be worked around by increasing the player's stepheight allowing traversal of normal terrain without jumping. Unfortunately this will only work in 5.0+, which should hopefully be released soon.
======================================================================== 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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