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Running Misc

Posted May 22, 2022 by Xhin

Going to aggregate all Misc updates here, so the Bugs section is entirely bugs and the loose ends sections are exclusively larger projects.

  • General Misc
  • Running Misc
  • Probably needs checklisting
  • From the bugs post
  • Minor Code Update

    Total: 5 via 8/16/2022

  • There are 5 Replies


    General Misc

  • Dungeon templates (based on the nonad as usual) should have different concentrations of water/lava/slime/void.

  • Same deal with the likelihood of various fixtures.

  • Probably other stuff as well.

  • Idea: Randomized shop services. A bit like magic that you pay for -- will have to wait until I know what I'm actually doing with that system.

  • Pull all gen.seed* out of the itemgen -- it should always be seeded by whatever calls the itemgen instead. Might fix some bugs as well. -- Tricky because the inputs aren't always that easy

  • Either voidshards are worth too much to fracture, the void isn't hard enough, or voidshards are too common. Possibly all three.

  • May 22, 2022
    Xhin
    Sky's the limit

    Running Misc

  • NPCs should be able to swap with furniture and other NPCs.

  • Should be able to make a reasonably good pathfinding algorithm from the existing magic select system -- just fan out (with maybe some long n/s/e/w tendrils), fail around barriers (solids in this case), and examine each coord to see what the closest to you is (including the current coord). Maybe just bite the bullet and research pathfinding algorithms to reconstruct one so it's optimized.

  • I like the idea of making only certain stats upgradeable and unlocking others over time via some kind of Lab. This would keep from throwing everything whatsoever at the player initially -- may want to migrate this point to the loose ends project. There might also be related stuff in there, can't remember. I know bases v1 is more progressive with the different shapes/etc you can get. Maybe animal abilities (and their stat loadout appearance) get unlocked as well.

  • Revert the loop size mechanic. Too many issues and I'd honestly rather have more dense loops anyway -- loops very low in civilization or melange planes would be a better use of the "giant wilds" mechanic I want. Update all bugs accordingly. Add a late-game TODO about making the loop size bigger if I want to.

  • May 22, 2022
    Xhin
    Sky's the limit

    Probably needs checklisting

  • System-specific extracts should be more likely to tie into potion ingredients that are useful there -- like fish extracts should be likely to improve fishing, cave fish extracts should improve caves, etc.

  • There should occasionally (but rarely) be doorways between one town in a loop and another town in a different loop (maybe with the same element) -- they can't be cities or nexuses and also can't fall along trade routes. So like probably the trade routes algorithm but with different indexes -- like 6 is unused I think.

  • May 22, 2022
    Xhin
    Sky's the limit

    From the Bugs post

  • containers when extracted should tell you what you actually got. -- Might be a loose ends, need to check that

  • Same deal with potion ingredients (which isn't immediately obvious).

  • In the entropic plane, there should be a "tether yourself" toggle-button that doesn't let you step on anything that isn't a time tether, solid light or a voidcore -- should make it easier to avoid stepping off the path.

  • Resources inside a surface vein should be a separate type -- this will make scout animals more useful and make the tercos for it more simplified.

  • There should be shortcut keys for pushing/pulling/swapping (shift and ctrl maybe?)

  • May 22, 2022
    Xhin
    Sky's the limit

    Minor Code Update

  • Migrate all inventory.add functions to inventory.add_obj ones so that itemgen is respected everywhere.

  • June 28, 2022
    Xhin
    Sky's the limit

    Reply to: Running Misc

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