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Shatterloop
shatterloop deprecated notes
I'm moving all of my deprecated notes here.
I'll also be using this post for anything notes-related that isn't a full Notes post that lays out specific systems.
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Xhin
(migrated from the original general checklists post)
Upcoming stuff
Here's a list of stuff I'm working on to turn the game into more of a beta:
Animals
Weapons-based Combat
There are also various enchantments tied to the weapon that can let you do things like recall a thrown axe, smash something into a wall for a bunch of damage, stun things next to a thrown spear, etc.
Magic-based combat
Resource gathering
You can either gather a resource for fuel (currently this is what the currency system is doing), or if you've repaired/recfueled your Extractor, gather the base resource itself. Resources on the surface are typically plants, animal stuff, fungi, rocks, etc, while in caves they're typically metal ores or gems.
Sometimes better resources are tiered -- you'll need to find something else in the dimension and craft it into a tool that can help you harvest it. That tool is more like a key -- it doesn't break or take up inventory space or anything. This tiered system is dimension-specific -- go somewhere else and you'll have a different set of tiers to work with.
Crafting
Instead of having fixed resources and fixed recipes, you'll instead have randomly generated resources with randomly generated properties and a very free alchemy-like system for putting them together.
Metals for example, you can alloy any metal to any other metal (or combination) to get favorable properties from both. You can melt down your weapons and armor and reforge them from new alloys to get new properties/enchantments/etc.
You can also build various types of machinery out of rocks/clay/metal in a base to extract things from different resources. I haven't quite worked out all the details of this, but there will be a decent balance between randomness and palettization so you have flexibility and differences between dimensions but aren't just randomly putting things together.
Magic system
Gems have some kind of spell in them -- what they do, how they do it, their range and movement, as well as a few paths for upgrading them. You can either cast a spell with your own personal mana or you can use the gem itself, depleting its charge somewhat. If it gets totally depleted you can't use it at all and have to recharge it somewhere (haven't figured that system out yet).
When you get a new gem, you can either keep it and use it as whatever spell it came with, or absorb it into a gem you already own and upgrade your gem along one of its upgrade paths.
More to come
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(original post)
I'm picking this project up again. I successfully got animals to move towards you or away from you as one of their moves. I've worked out my systems for animal movement in general:
Animal movements
Movement patterns
Animals could theoretically "communicate" with one another to change their movesets as well. They could also "evolve", where movesets change slightly over time, either on a per-animal basis or on the animal clade as a whole. There's a lot of possibilities with the events-driven system I've installed here, it'll be interesting to explore it in depth.
As pointed out earlier, all of the above is totally randomly generated, but also palletized -- you have a limited amount of animal types in a dimension, possibly biome-specific as well. There might be variations, but they're slight. This overall allows the player to learn how to best interact with these animals as they progress through the game.
More combat notes
Combat is highly tactical, and makes use of the grid, entities in the environment, and the environment itself:
The overall goal here is to have a combat system with a lot of variations that feels pretty interesting. This would then tie back into crafting / alloying / resource gathering -- maybe you like grappling so you start seeking out metals that enhance that property or start asking around in towns.
Xhin
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chiarizio
Do the animals ever help the players?
Do the animals ever fight the players?
Do the animals ever help each other?
Do the animals ever fight each other?
chiarizio
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Xhin
Do the animals ever help the players?
No.
Do the animals ever fight the players?
Yeah, all the time.
Do the animals ever help each other?
Definitely.
Do the animals ever fight each other?
No, unless they're confused.
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Alchemy system
Kind of a brief summary of how this works (haven't worked out all the details yet).
You have a variety of crafting recipes for various things -- rope, explosives, torches for exploring caves, various weapon types, harvesting tools like scythes, knives, axes, and other things like personal machines, base fixtures, potions, fishing rods. These recipes might be pre-known or you might have to go to a Library in a town to learn them (haven't decided on the exact mechanics there yet).
These recipes call for some combination of general ingredients, like "clay", "fat/oil", "conductive metal", etc. Some general ingredients you can find easily in the world, others you have to Extract with various base machines. However the exact ingredients vary a lot -- you could use, say Codfish Oil or Red Petrol or Rendered Boar Fat.
Each ingredient has a web of properties attached to it that you can discover through your Analyzer machine (or just through trial and error). These properties then get transferred to whatever you're crafting -- for example, maybe torches made with Rendered Boar Fat burn brighter, but those made with Red Petrol last longer. This applies to anything you craft -- weapon damage and range and other properties are dictated by the properties inside the material.
With the alchemy system you can also freely mix ingredients into new ingredients to reinforce, multiply or reduce properties at whatever the appropriate alchemy station is. If you have, say Titanium that makes weapons reverberate and Adamantium that makes weapons deal more damage, you could mix them together to try to get an alloy that takes on both properties. By themselves, they'll combine together in a fairly random way, but by using Catalysts that you find in the world around you, you can get the specific combinations you want.
With more organic materials, you can also Refine them down to very specific properties -- like in the example above, Rendered Boar Fat burns brighter, but there are also compounds in there that are holding back its brightness potential -- through further refinement you can get it into a very base form that's just really bright and nothing else, then mix it with other stuff to really increase their brightness potential. Each refinement step will degrade some amount of your supply -- you might start with 64x rendered boar fat and by the time you reach crystallized brightness, you only have 5 left. However, refinement machines also follow the Alchemy system, so you could craft better refinement machines to waste less.
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Inventory Management / Item Storage
These systems in most survival/crafting games are fucking annoying . Having a limited item capacity makes sense, but the point of this game is to explore wide and far, so there will be a couple things to help out there:
Base Item Storage
Items stored in a base are accessible anywhere inside that base. Instead of having chests in a fixed location with some amount of storage, you instead build Storage Modules somewhere inside a base to increase its storage, though you get a decent amount of storage just for building a base. This allows you to freely switch items around or work with base machines without constantly running back and forth from chests, which gets old quick.
Items stored in a base are usefully indexed in a variety of ways, allowing you to find whatever you're looking for easily. You can also custom-categorize things yourself with its tagging system. All of this is provided freely without required upgrades.
Base Machines are timer-based -- when something is processed, it'll automatically be transferred into the Base Storage with a tag indicating the machine that processed it. This lets you see the progress of any specific base machine anywhere inside the base. You do have to physically go to it to use it though.
Similarly, machines can be set to automatically pull resources from Base Storage, possibly with some conditions attached (like "process only 64" or "only pull the resources I've tagged as X"). You can thus automate quite a bit, which frees you up to do more interesting things like experiment with the alchemy system.
Once you've acquired some Wealth, you can automatically buy things from Shop Vendors -- this gets a bit complicated and is kinda an endgame thing though. To gain Wealth you have to find some kind of automated positive feedback loop -- maybe buying resources, refining them and then reselling, or the trading system I already have in place, or another one I'm working on. You also have to have a bit of money up front in one of the game's 5 currencies., possibly a different currency depending on the type of feedback loop.
All in all, the point here is to streamline inventory and item management to free yourself up to do more interesting things.
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I've done a lot of concept work on the ranged magic system and it's really neat -- it expands combat a lot.
Magic uses your mana, or in a pinch you can use the crystal itself (though that depletes it and you have to recharge it later). Your maximum mana is determined like all other stats -- by the armor you wear. Crystals can have some kind of "Virtue" (probably more than one) associated with them -- where by doing some set of actions or some kind of weapon combo you can get a free use of the magic effect. This works very well for players that prefer melee combat -- it gives you some extra perks without you having to build armor or potions to cater to mana usage.
Rather than learned spells or w/e, magic is concentrated in a Crystal item that you can find around the world, buy, process from crystalline materials or most likely mine in caves. Each crystal contains the spell itself, the "school" or "affinity" (haven't picked the word yet for it) that it belongs to (based on what it does), and the ways you can actually use it and any conditions attached to that. Magic is quite temperamental and starts out with limits and/or personal costs attached to it -- things like being required to bounce it off walls or it consuming health or not being able to use it continuously, for example.
Crystals can be upgraded along a variety of paths -- less costs, less mana use, more damage, secondary effects, more virtues, etc. These various upgrade paths are also concentrated into the various schools. In order to upgrade a crystal you have to "feed" it crystals of the school of upgrade you want. This will probably be expanded to world materials in general -- I could definitely see crystals requiring literal blood or unicorn horns or w/e.
How magic attacks work
Unlike melee attacks, magic attacks always have some kind of range, and you can use your mouse or keyboard to "put" the attack wherever you want it in that range. Starting out, your attacks are going to only work orthogonally or diagonally, or maybe anywhere in something known as a "cloud". Possibly only around solids or water, etc.
With some upgrades you can expand where your magic attack can be placed, up to anywhere on the current screen. If you're really advanced you can place Enchantments which place the effect somewhere *permanently* through the duration of the battle. I have other things I'd like to explore as well.
What magic attacks actually do
Overall the point is to expand combat a lot. There aren't classes or other artificial limits -- you can be a battlemage or a spellsword or whatever you want really and it your effectiveness in anything just depends on the materials and upgrades you have to work with.
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A bit about Towns
I've done quite a bit of conceptualizing about Towns. Given how much morrowwind I've played over the past few months, that's heavily influenced a couple things, but most of the ideas here are much much older -- I've been trying to make a game like this for a long long time.
Towns randomly generate across the map. I'm not sure what the exact range is yet -- there should be a good bit of wild land to explore in between them though. There will always be a town reasonably close to the origin in the same exact place every time and new gamers will get told where it is.
Towns always generate in a cluster -- there will be a "Capitol" in the middle and smaller towns surrounding it. These clusters might generate close together or far apart. I'm not sure how many towns generate in a cluster -- 5-6 maybe? I'll have to tinker with it.
Towns are composed of a big wall with at least one entrance (probably entrances on all four sides honestly) and some buildings in the middle. Towns use the same solid/floor palette as the world, except with some slight variations. I haven't quite worked out what color they look like yet.
Starting out, buildings will just be basic squares/rectangles. I'd like to add some other shapes but that will probably get very complicated very quickly. I'd also like to expand the shape of towns as well, which might work well if I get the town generation function generalized well enough. Early alpha, just assume that towns are rectangles and buildings are squares/rectangles.
You can't see inside a building from the outside. You have to actually enter it from the entrance for the first floor to be rendered, otherwise you just see all solid tiles. Buildings can also have multiple floors, accessible via staircases.
Inside buildings you'll find NPC's and furniture/items to steal. The furniture/items/stealing mechanic is heavily heavily influenced by morrowwind, so much so that it's basically a 2d clone of it -- NPC's will wander around their house slowly, follow you, etc, and if you're in their line of sight or range you can't steal whatever you're trying to steal. The items generated here will be basic cheap junk, resources found in the world, or occasionally more useful things. I'll tweak this a lot over time.
NPC's
NPC's can be one of two types:
Shops will have some kind of clear indication what that shop is on the outside, and they'll all be clustered together for the most part (with some exceptions like Collectors). I'm not sure what the indication will actually be -- ASCII maybe, or some sprite, color-coding, etc. There might be some player learning involved here and there might not be.
Other houses are more random. They might have symbols or slightly different generation of their own, for the sake of landmarks.
With those few exceptions, shopkeepers only appear in shops and townsfolk in houses, however townsfolk can sometimes appear in shops as well alongside the shopkeepers.
Shops / Shopkeepers
There are a variety of these kinds of buildings. Every town is going to have some kind of Inn and a "Trading outpost" at the very least that buys cheap and sells crappy versions of everything, however you might also get more specialized shops for different things, for example:
On the whole, you get more specialization in bigger towns / capitols and more generalization in smaller towns, though there are exceptions. The more specialized a shop is, the smaller its range of things it buys and sells, but the more it'll buy your stuff for and it'll have better-quality goods for sale as well. Trading Outposts, then, will buy your stuff for well under its value and will sell totally random crap.
Service Shops
Outside of buying and selling materials/items, there are some other shops that sell services, or very specialized types of "items":
There's probably stuff I'm forgetting. I need to look up some of my older notes.
Townsfolk
These guys have a procedurally-generated collection of things they know. You can ask about all kinds of stuff -- like for example, "materials" with a high "grappling hook" property:
More than likely though, they'll instead give you one of four leads:
There might be additional tiers or stipulations here (like cross-dimensional searching). I'll have to work on this system a bit. It isn't random though, you're definitely getting closer to what you're looking for with each new lead.
None of this knowledge stuff is stored anywhere -- town NPCs are just procedurally generated and searched/scanned when you ask about stuff.
Finding towns
Just because you know that there's an expert in so-and-so town doesn't mean you know where the town is. If you've been around the block or have a good Map, you might know this already, but some leads especially for obscure things can be waaay far out. So there's a different lead system for finding towns:
Overall, the goal is to turn any search for knowledge into a long (but progressive and satisfying) quest. You can stumble around towns blindly, or you can seek out what you're looking for more directly, which also usually requires stumbling around new towns blindly.
Getting around towns
Larger towns will have some kind of in-town fast travel system. I'm not sure what this looks like exactly -- one idea is to have a means of getting to a "travel pad" easily, and then being able to jump between travel pads in adjacent districts. You shouldn't have to walk around unless you're going somewhere specific or unless the town is just really small.
There are also several larger-scale transport systems:
Conclusion
I'll be testing out the Townsfolk / Town / Transport systems out elsewhere (in something text-based), which I'll post here and then hook back in when the time is right. Actual town generation stuff isn't going to happen until after Combat gets fleshed out at the very least, and possibly not until Resources get more fleshed out either.
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End Goals and stuff
I also worked on the story and end goal a bit.
While the overall point of the game is to have a big open world that you can mess around in forever, there is an actual end goal/story to it as well.
The overall end goal is to assemble something known as the "Soul's Pivot", a device that lets you mod the hell out of the game engine on subsequent playthroughs. To do that, you'll have to do various things, including visiting all of the "Pivots" that glue the universe together. Pivots are basically regions in the world that are semi-handcrafted and look the exact same in all dimensions.
Storyline
The basic storyline is that there was a big exodus to this universe from humanity's home universe, where there was a universe-wide disaster. This universe was originally a self-contained planet that looped back on itself in a closed curve. These kinds of universes, although weird, are at least immune from the cataclysm that messed up the other one. The spatial geometry was held together by giant constructions known as Pivots.
However, a little ways in, something went terribly terribly wrong and the universe expanded, ripping apart the landscape. If that's not bad enough, everything but the Pivots became Uncertain -- turning one dimension into 2^54 different coexisting possibilities. People were able to pick up the pieces but the damage had been done. None of the 2^54 clones of people remember who they actually were or where they were actually from, and they have no idea if the people they're interacting with in an adjacent dimension are different people or other versions of themselves. Domesticated animals turned feral or into hideous variations, crops turned into new things and scattered, the very physics of materials changed drastically. With the exception of some machines that were safe, people basically had to start over technologically from the beginning. Despite that, within a few hundred years, people were able to rebuild and reconnect, using lingering pockets of Uncertainty to create portals between physically or dimensionally distant places.
Meanwhile, right before the game starts, something weird happened to you. It's as though you were one of the people who originally split into 2^54 copies -- you can't remember who you were or where you came from or anything. You have a bunch of advanced technology on your person though, as well as a Journal that has some cryptic clues in it, including one that tells you to go northwest to the town there. You also have the ability to switch into one of your 2^54 bodies at any time, although they don't do anything if you're not there. Trying it, you find that the universes they're in are also different but you always wake up near a town with those few items on your person. You have no idea what's going on, but your journal at least documents this much, and a few other things:
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I also worked on my concept notes for caves a bit more:
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I've worked out quite a bit more of the story / main quest. I don't want to spoil too much here, but going to all six Pivots is something you'll have to do. One of them is reasonably close to the origin and you can kinda blindly stumble into it (though you'll get directions), three are pretty scattered and you're not going to find them by accident, and the other two are "lost" and you have to do something pretty specific to find them (there's also a lot of lore surrounding them).
I'm also building up quite a bit of lore for the game (which isn't surprising, given my wordlbuilding skills). There's some deeper lore you get from the main story but the vast majority of it is stuff you have to hunt for via the townsfolk system and other exploration. Basically, the game keeps track of various pieces of lore that you've learned, and if you want to learn more about a specific topic, you use the townsfolk mechanic to find someone with that information. Much like resources and fishing, you also get a kind of completionist list so you know when you've collected all the lore in a specific topic. Like everything else, you have to work for it. Quite a bit of it can probably be found in the specific relevant area as well -- like Deep Castles can contain Deep Castle lore and you can't get that lore otherwise.
Each of your machines is named something interesting and has quite a bit of backstory behind it as well. I haven't named all of them yet, and some names are subject to change, but here's the ones I have:
As I pointed out elsewhere, machines are quite rare. Owning a machine is very rare, and owning this many is basically impossible, so there are very good story/lore reasons for why you have so many and why.
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After I get multi-floor houses working, I'm probably going to start in on the crafting / resources system. I've worked on this a lot, notes-wise, and have a pretty good idea of how everything ties together:
Beginning steps
You'll want to recharge your Extraction Contraption. It should take around 50 of whatever dimension 0's currency is. The point of this is to get you used to moving around and gathering resources.
Then swap over to it from your Deflawer so you're collecting materials instead.
Starting out, all you can really do is collect resources from plants and rocks on the surface. Each dimension has a limited amount of biomes and each biome has a limited amount of plants. Each plant has several different things you can collect from it (known as Material Classes), however plants don't have every material class available, and some of them might be inaccessible without the right tool as well. Here's a rough guide to material classes for plants, the tool you might need to collect them, and a description of what they do:
You can only get one type of material class for each plant you harvest, depending on the action you have selected. You should be able to pair these so for example, you automatically get wood from Mandarin Trees or w/e.
Rocks will give you... rocks. These are important components in most early weapons and tools (iirc, staffs and arrows don't necessarily require them). Each rock pile contains exactly one type of rock, and rock harvesting never requires tools. Here are the rock types:
Your first step is probably going to be creating some kind of weapon. There are some that can be made with wood alone, but wood+stone will give you better ones. You can also make some really basic food or medicine. A fishing rod is also a good idea. Making tools to harvest other materials is a good idea as well. You can't really explore caves yet, so you're stuck in the stone age for now.
Alternately, you could simply buy what you need from towns and bypass all of this. You can make a bit of money stealing stuff, but it makes more sense at this stage to seek out spices or valuable food items, or maybe to craft basic tools and weapons and sell them.
Fish and monsters
Once you have some basic combat gear and basic fishing gear, you can fish or fight for animal-based materials. You can't really go up against anything super-hard but if the terrain is right you could pick off some enemies individually. Fishing is also viable, though your overly simple rod will make you waste bait a lot and you won't be able to catch more valuable fish yet.
In either case, fish will go into your inventory and animals will leave behind corpses, which you can interact with for more materials, which again might require tools:
Both types of scales are also very useful for upgrading machines, but you're probably not there yet.
Caves
At this point, if you're not doing other stuff, you might want to start exploring caves. While they're dangerous for many reasons, the best harvestable materials are down in them, which leads to the next stage of gameplay. You'll require a few things for caves:
Caves really require torches to explore, which have various properties and burn out after some amount of turns. You'll need ropes to go down down holes and grappling hooks to pull yourself up up holes or over lava pits via stalactites. Bombs will help you clear away solids, and Bats will help you find holes, resources, or see what's down holes without wasting ropes.
The animals down here are pretty terrifying and get worse the deeper you go. Best to avoid them if you can, and avoid tempting wide open spaces lest you get surrounded. Worst-case, you can airways use your Leaping Latch to exit the cave.
The resources on the first five levels are pretty basic:
In deeper levels, the terrain generation changes a bit, the monsters become absolutely awful, but you'll find Crystals, which have magical properties and are basically how you acquire and upgrade spells. Crystals can also be crushed into powder and fed into some type of stick to make wands, and are a useful catalyst for bringing magical properties out of alloys too.
Once you have some metal ore, you'll need to process it. At this stage of the game you're going to need a Base to start crafting better materials. Inside a base, you can make a basic forge from rocks and power it with charcoal, rendered fat or petroleum. You can then start processing your ore, and with a basic Smithy (also built from rocks for the time being), start making metal stuff.
Metal replaces all instances of rocks or bones, and also wood in many cases. This is how you get much better weapons, fishing rods, and armor. Metal is also required for the next stage of machinery, which explicitly requires an Industry room in a base.
Industry
At this stage in the game, you'll have a base with at least one Industry room. You'll still be processing metals too, but a lot of what you'll be doing is mixing things together to make better items:
At some point you might want to start exploring Deep Castles, which are basically dungeons with hard monsters but valuable loot.
In any case, all of this should feel very progressive as you work your way through different stages. If you want to though you can bypass it and instead make money as a thief or trader instead, and work your way towards acquiring Wealth that way. You might also be doing the main quest.
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Now, onto a bit about the Crafting system (what I've figured out anyway)
Crafting System
In the early game, you don't need a specialized machine or crafting station to make things. You're basically doing it by hand / by fire. All you're really crafting with at this stage are plant materials, stones and animal materials, and you can do this at any time.
Each thing you're crafting has a recipe attached to it based on material classes, for example:
Some materials have to be crafted from other materials, for example:
Some materials require one of those earlier rock types for use as a kind of "proto-crafting-table":
You don't use the rock up, but you do have to have it with you, and it does have a durability so you might have to replace it after a while.
Some recipes require a lot of a specific item:
The above recipes might require more than one of the item as well, I'll look into that when I start balancing the game.
Tools
Tools work a bit differently than other items:
Materials System
Each fully crafted item has a web of properties attached to it. Bows can shoot further, pierce through animals, maybe shoot diagonally, do more damage, etc. Arrows can stun, cause poison effects, do more damage, sometimes be recoverable after shot, etc.
Almost all items also have a kind of "Durability" that makes them decrease in effectiveness or sometimes outright break as well. I haven't fully worked out the details there.
These properties are influenced by the materials that are used to construct them. So for a really basic example, let's take a wooden spear. You might have in your inventory:
A wooden spear might have properties of durability, damage, pierce 1 chance, and throw range. The sticks might line up like this:
Durability | Damage | Pierce 1 Chance | Throw Range | |
---|---|---|---|---|
Redwood Stick | 10 | 5 | 90 | 2 |
Elfsbane Stick | 5 | 5 | 50 | 2 |
Rotwick Stick | 2 | 10 | 0 | 5 |
So whichever stick you craft the spear out of, it'll take on those properties. A Redwood Spear will have a good chance of piercing and a high durability, while a rotwick stick will be better for throwing and damage but you won't get many uses out of it.
These properties are procedurally generated, and every material has every property. So an Elfsbane stick might be kinda worthless as a spear, but it might have more useful properties as a fishing rod or torch.
Work Scaling
Materials that take more work to harvest are more likely to have better properties (though this isn't a sure thing). Some materials can take quite a bit of work, for example:
As a result though, Heartswood Branches should have a lot of good properties, so it's worth it to do the work required to get them.
Composite Items
Outside of tools (which don't really have properties per se), items which are built using multiple materials will inherit properties from all of them in several different ways.
Let's look at a very basic example -- the "averaging" method. Let's assume you're making a Bow:
Durability | Damage | Range | |
---|---|---|---|
Redwood Stick | 10 | 5 | 2 |
Zebragrass Rope | 2 | 7 | 12 |
When you combine the two together, you get a Bow that has 6 Durability, 6 Damage, and 7 Range. Not bad!
However, materials can have other functions than "averaging", for example:
There's a priority order here if the methods differ. If either of them use "average" then "average" will be used. If you get dominant-recessive or recessive-recessive then "recessive" will be used. Only if you get dominant-dominant will the dominant method be used.
The actual method that's used for any specific property is dimension-specific and material-class-specific -- maybe sticks found in dimension -5 are dominant with regards to damage, but rocks are recessive. So your weapons suck, but then you find that rope in dimension -6 is also dominant so you're playing the two dimensions to get a superior kind of bow.
With your basic materials, the "average" method is the most common, and dominant/recessive patterns are rare -- however metals tend more towards the dominant/recessive pattern and even the "harmonic" pattern which I haven't mentioned yet.
Figuring out what materials have which properties
For basic materials, you can repair your Analyzer machine, which will usefully show you the properties of each material when you're looking to craft it, and what the result would be.
For metals and more advanced materials, you have to have a Lab room set up in your base with modules for different materials classes.
Catalysts
Once your base is set up right, you can use catalysts to make properties dominant or recessive or average (though not harmonic) in *every* case, allowing you to choose what you want in a composite item. Each property belongs to a "property class" which are grouped together by something sane like "combat"/"speed"/etc and each item also belongs to a property class. By throwing the appropriate items into your forge along with the stuff you're crafting, you can get the final product that you want. If catalysts are organic, they're used up, while metal and crystal catalysts only have a chance of being used.
Alloys
Once you get into metalworking, you can turn metals into composite metals any number of times (I guess there is *some* limit because the text strings have to get stored, but it'll be pretty big). It's probably a good idea to name your alloys though, because the system will just smash the names together -- "Cobalt" + "Jorium" might turn into "Cobium" or "Joralt" automatically.
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And, since I'm eating, a guide to food:
Food
You have three hunger states:
You don't starve to death, and you don't get hungry quickly -- it's not that kind of game. Nonetheless, it's a good idea to carry some nonperishable food with you to prevent hunger and maybe add some buffs in a pinch.
If you have a base, it's a very good idea to make a Living Space room and stick a table and chair in there. Eating at a table and chair will give you a nice satiety bonus and will remove some of the effects of the ensuing hunger as well.
All food has four rough properties:
Food types
Here's a rough outline of what each food type does:
Here's a helpful chart:
Satiety | Hunger Factor | Buffs | Debuffs | |
---|---|---|---|---|
Leaves | Low | High | Medium | Medium |
Fruits | None | High | High | High |
Nuts | High | High | Low | None |
Beans | Medium | Medium | Low | Low |
Roots | Low | High | Medium | Medium |
Seeds | None | Medium | High | High |
Insects/Worms | High | Low | None | None |
Fish/Meat/Eggs | High | Low | Low | None |
Fat | Very High | Medium | None | None |
Spices | None | Very High | Very High | High |
All of this subject to change for balance reasons of course.
On the whole, it makes sense to combine ingredients together. The more ingredients you use, the closer you'll get to hitting green in all categories and the more buffs you'll gain overall. However a lot of the food categories above will perish on long journeys. It's better to make some big complicated meal in your base, sit at a table and chair to eat it, and then bring some seeds/beans/fat for the road. Or just hunt and eat what you hunt, if you're strong enough. Or forage.
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I've been thinking a lot about how the user interface will actually work:
Panes
The game has three panes, an "info pane", the "map" where you actually see the world and stuff in it, and an "interact pane" where you interact with various stuff.
Headlining all of these is a "Location pane" which shows the dimension you're in, the town/house/floor or biome and your coordinates. The background color of the Location pane is the solid color of the dimension so you know where walls are. It should also show the dimension's currency somewhere.
Info Pane
You should have some way of opening additional info sections or interact sections at the top. I'm not sure everything that'll be in this pane yet.
Info pane: Inventory
Your inventory is categorized by item type and whatever category you're in will automatically update (it does this already). You should be able to tag things as well and sort by tag rather than category.
By default, an inventory page will just show the items in it, sorted alphabetically, along with whatever amount of that item you have. However, you'll also have various "functions" that will get more data:
Info pane: Discoveries
This shows energy or resource discoveries you've made in the dimension. Energy discoveries just show the amount and the currency.
Resource discoveries will show the region-specific resources, if they need a tool, and if you have the tool you need. The tool will be hyperlinked to the crafting recipes info section so you can see how to make it. I've decided to make resources only carry one thing rather than, say, having a "Heartsbane Tree" tile that can have multiple materials. This keeps things sane for the player. However I'll probably still generate a limited amount of trees with different resource types.
You'll also be able to look at discoveries in other regions -- other biomes, caves, fish, animal products, and stuff in other dimensions as well. However once you move it'll revert to the discoveries in the current region.
Info Pane: Quest
This will give you status messages on your selected "quest", and let you pick another one if you have several open, or manage them in the interact pane. The quest system handles various things:
Info Pane: Combat
If you're in Combat, most of the info pane will be replaced by combat stuff until you leave combat. What's probably going to happen is that combat locks you down -- you can't collect resources or go into caves or jump dimensions or anything until the combat is resolved or you successfully flee. You also won't be able to zoom around the screen (it would be suicide for one thing).
You should have a different kind of inventory available that lets you drink potions or switch weapons/spells easily. Or I might just use the existing one, depending on the changes there. You'll definitely see enemy health/status effects as well as your own though. If there's an "Alpha" or "Leader", or some kind of "Support" role, you'll see which enemy that is so you know wtf is going on. You should also be able to click enemies to see more information about them (like attack/support ranges).
Interact Pane
Up at the top you'll be able to pull down interaction sections depending on what you're trying to do:
There are also additional sections depending on what you're doing in the world. You'll only ever have one interaction section open at once, though you can maybe layer these so you go back to something you were doing before something interrupted you (probably something I'll fix in the polishing/UX step).
Below I'll try to list all the interaction sections:
Interact: Crafting
Crafting recipes should be categorized with several layers of depth. I'm not sure what the exact mechanics are here yet, but it'll definitely be easy to use -- crafting menus in other games bug me a lot. Being able to automatically craft prerequisites would be nice too.
Since this is a properties-centric game, for each crafting step you can add a different material and optionally see how they compare. You also get to see the final properties of what you're crafting before you craft it. Sometimes this information will be hidden until you Analyze the material.
Interact: Equipment
I'm not sure how the equipment system works yet. I do know that it influences pretty much everything -- instead of stats that you level up you're instead just equipping better and better things. Here are some equipment types I know for sure:
You should be able to cycle easily between left hand/right hand/spell/wand with the keyboard, not sure what the exact mechanics are yet.
Interact: Machines
This menu will let you repair/upgrade/use the various machines on your person. You can also access their help or see more information about them. I'm not sure how this works just yet. Some machines that will definitely have a menu of their own:
Interact: Consumables
This menu will let you interact with consumable items:
Interact: Make Camp
If you're not in combat or too close to a town, you can make camp. Similar to couches back home, you can recover health and mana while reviewing lore or strategy or whatever. This won't count as taking turns, so you won't get hungry. You can also sleep, which *will* take turns, but will recover you to full.
Making Camp might be a requirement for early crafting of larger things like weapons, because you'd be crafting those things at a campfire.
You should be able to cook food as well -- cooking food boosts its properties, so you'll gain more benefits, though it won't be as much as if you were sitting at a table and chair in your base.
There might be some extra mechanics here, like requiring you to make camp somewhere that isn't in water and is bordered by solids on some number of sides. Or I might scrap this entire section completely.
Journal
Your journal keeps a collection of everything you've learned, including quests and especially lore. I'm not sure how it's set up yet, though I do know you'll be able to add notes to any section or entries yourself. This is probably where Maps go as well.
If you've made camp or are on a couch or sitting at a desk, you can review things in here and regain health/mana at the same time without food/turn penalties.
I plan to create quite a bit of lore, which you can learn various ways (without actually seeing it when you learn it) and then read it at your leisure. Lore will have hyperlinks in it to other pieces of lore, and if you don't know the thing that's hyperlinked to, you can ask around in towns for it.
Interact: Other sections
These sections depend on the context of what you're doing in the world:
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Game Design
This is something I've been working on a lot through this whole process, because the goal is to have my game be as fun as possible. I'm doing this a few different ways:
Gameplay Loops
These are pretty important. There are a few either in place or planned:
Gameplay elements that focus on fun
These are elements of the game that tie into gameplay loops, player-motivated quests, or the main quest. I'm trying to design them to be as fun as possible.
Variety
These elements aren't gameplay-related really, they're just there to ensure that the game doesn't become boring too quickly.
Strategic Elements
These are more challenging elements of the game intended to make you think about how best to optimize things.
Immersion
These gameplay elements are designed to make the game feel more immersive, like you're actually there in some capacity.
Conclusion
Overall, my lofty goal here is to create a kind of "infinite game". I mean, in practice, you're going to get bored of the game eventually (or just ascend to godhood and not care anymore), but the overarching goal is to prevent that for as long as possible by making the game fun and varied. I feel like a lot of procedural generation-type games really miss the boat on that -- they're too focused on making the engine technically impressive to think about things like the delicate balance between player learning and variety. Or how players might want to actually play.
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At this point, while there's still a lot of work left, what I'll mostly be doing is building things in the frameworks I've set up (or upgrading them), rather than building new frameworks. There's a couple smaller exceptions, but most of the skeleton is done and it's all about fleshing it out (and balancing/tightening it as I go).
I'm going to try to make a kind of loose checklist here for that:
Combat
This is probably the next set of updates. There's a bunch of other materials here, and this system heavily influences both the resources and towns systems.
House interiors
Town generation
This definitely needs to happen. Right now only one town is generating, but the amount of shops during testing is going to go way way up. I think to start out I'll just generate the basic town layout I've been generating and work up to cities / nexuses later.
Other Projects
After those things are done, I'll have enough of a game in place that I can start fleshing out the actual gameplay of the actual game. Here's a (probably partial) list of how all that will go down:
Final projects
At this stage, most of the game will be done. There's still some stuff to do but it hooks into whatever the game looks like at this point, which will probably be different from my notes here.
Beta
At this stage, the game will basically be done and I'll just need to polish it up, rebalance things and do a good bit of testing. I'll also release it for open beta testing here and elsewhere.
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Thrown Weapons Notes
I'm probably going to actually implement this today, I just want to lay my notes out for it.
Thrown Weapon Effects and Techniques
Ground Effects
Sticked Enemy effects
Other stuff
Obviously, there's other possibilities here, but honestly the melee combat system is complicated enough as is -- my other ideas will instead make their way into the magic combat system.
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Weapon as items/equipment notes
My next project is making weapons equippable items, as well as tying this back in with the crafting/alchemy and shops systems. I'm outlining my notes here for my own use (and for the roughly 0% of you who read my updates in this post).
Weapon Types
Below is a description of each type of weapon and its various strengths and weaknesses:
Axes, Spears, Flails, and Clawarms can sometimes have a "Recall" effect that returns them.
Axes, Spears, Flails, and Clawarms can have "shadow" weapons which allow you to throw multiple copies.
Axes, Spears, and Flails can have a "Fragment" effect that lets them do controllable reverb damage or stun when on the ground. This can sometimes return it to your inventory.
Support weapons
These count as weapons (and can do damage sometimes), but have more of a support role in combat.
Support weapons can block enemy projectiles or melee attacks sometimes. I'm not sure how this system works yet, but the shield is the best and the acrobat gauntlet the worst.
Weapon Techniques
Below is a list of what every weapon technique does that aren't described elsewhere:
Weapon Crafting
You can also just bypass all of this and buy the weapons you want in a shop -- though you'll need a good bit of money for better weapons, and unless you're an exceptionally good thief, you're going to need to get out in the world to make money.
Weapon Crafting Alchemy
Actual weapon properties can vary a lot -- different damage, throw range, pierce, etc. There are also things I haven't covered yet like weapon sharpness, weight, equip time, possibly some elemental or other types of effects down the road.
These properties are dictated by the materials that make up the item -- stone weapons made with different types of branches, string or stone will have different properties.
With metals, you can freely alloy metals together to get the kind of properties you want. You can also melt metal weapons down, alloy them with other metal weapons, and then reforge them into something better.
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I have a new generation algorithm I'm working on:
There's several different components to it, but basically the idea is that it generates random squares according to various criteria (how big they are, how randomly they're distributed, whether they can overlap, etc). Tweak some lower-level parameters and you get rectangles or even circles.
There will also be a secondary component that connects these "rooms" together by "hallways" -- like rooms, hallways can have a variety of properties.
This algorithm will be used for a variety of things:
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Streamlining the game
Now that I have a good sense of how the new systems work, I have a better understanding of how they tie into the rest of the game and what game progression looks like.
1. You start the game reasonably far away from civilization with several broken machines and no items or currency whatsoever.
2. The first step is collecting energy to repair your Extraction Contraption, which allows you to harvest resources. Collecting energy lets you learn how to navigate the terrain and find resources, as well as do dimension jumps to get around barriers. Starting out you have access to three dimensions known as the Triad, with handcrafted palettes and the same structures, though somewhat different resources.
3. Once you have your EC repaired, you can harvest wood, rocks, etc to make some basic weapons and things. It's wise to continue to evade enemies, who when close to the origin won't be hostile unless provoked. You'll get a warning if you step outside the boundary of safety.
4. Your next step is really up to you:
4a. Repairing your portal gun will allow you to go to the nearest town and start progressing in civilized lands.
4b. Repairing your building tool will let you create a simple base to start doing progression steps there.
4c. Venturing out past safety will let you start collecting animal resources, exploring deeper, and progressing along that path.
You can also do some of all three if you want as well.
Civilization path
Towns are all connected together and areas of interest are reasonably close to them, so on this path you're mostly evading the deep wilderness and gathering resources and information that help you explore it better. You have a lot of freedom here and are basically set loose to do whatever makes the most sense:
Overall, town progression should open up other provinces, mana cracks, the cave layer, and things like ruins and dungeons.
Base progression path
The base progression path no longer requires metals -- instead it's much more self-contained and resources you gather or loot you find is converted into different types of raw energy to build base extensions with. So you can still explore the world or towns but you have a different goal in mind with the loot gained.
1. The first step is building the first room of your base. Building tiles requires energy, and putting floor tiles on solids or solids on floors a lot more energy, so it's in your best interest to build a base into natural structures. A room must be between 20 tiles and 100 tiles continuously connected in any shape. It must be surrounded by either solids or doors and the floor must be floor tiles you've placed, though the solids can be natural solids. Bases can't be built within 30 tiles of a structure like a town or ruin.
2. Once you have the room built and some checks are done to make sure it's a valid Base, you'll have a base with a single general-purpose room and some minor storage space. You can build more rooms and assign them functions, however base fixtures require one of the eight mana types. To get that, you'll want to construct an altar out of wood / stones / bones / etc (different materials make different types of altars). Making an Altar Room might be a good idea.
3. By sacrificing different resources and items on an altar, your base gains mana equal to its mana strength. Every item and resource in the game has at least one element attached to it, while things found in mana cracks are all that mana type. Crystals are particularly concentrated sources of mana, but they're highly valuable in other ways too. Same deal with powerful weapons and so on. Altars aren't tied to any particular element -- you can gain any kind of mana on any kind of altar, however different altars will have different bonuses attached to them for resource/item types, mana bonuses, etc. So having multiple altars is still useful in the long run.
4. Mana is used to make different base fixtures such as forges, wood crafting tables (for making furniture), storage modules, as well as ways to repair and upgrade machines. The portal gun in particular has to be upgraded via mana, and it allows you to connect far-off places together in the same base. This is also one of the ways to upgrade your Leaping Latch to access more dimensions than the Triad.
5. Eventually you'll be able to make Alchemical Stations that let you really customize your items, as well as extract valuable compounds from less valuable materials, one of the ways of achieving Wealth.
Exploration path
This kind of path is probably going to happen anyway, but you can absolutely just set off and do it on your own if you want.
Food is obviously easier to get, though finding high-buff food is relatively rare, and you'll definitely have to prep more balanced meals yourself.
1. At this point you have some basic weapons and fishing rods, so you can collect surface animal resources.
2. While it's possible to skip animals and make rope through plants, this is time-consuming so animal wool/etc is the way to go. In addition to rope, you'll want to make some bombs from fat or oil. Making torches is also a good idea since your base visibility is pretty terrible. If you haven't accessed towns yet, you might want to try to find some Bird, Bat, or Mole eggs and let them hatch into animal companions.
3. Your next step is to actually find a Cave entrance. All across the world are cave entrances blocked by rubble and a few rare ones that are open. If you don't have this information from towns yet, then you'll want to send birds out to try to find them. Birds that you've raised yourself are less reliable but you get a lot more use out of them before they fly away. A good strategy is to send out long-range birds to get a general idea and then short-range birds once you're closer.
4. While you can't access blocked cave entrances directly, you can send moles in them, who will reappear in a direction pointing towards the next cave entrance or towards an unblocked one (again, some strategy with different types of moles is useful). Eventually you should find an actual cave entrance.
Both blocked cave entrances and unblocked cave entrances will appear on your Province Map permanently so you can find them again if you die a horrible death.
5. To enter a cave, place a rope in it and descend.
6. The Cave layer contains several new resources, the entrances to different types of structures, and many Cave holes which will go down or up some number of layers. Rope properties are important here -- some are better at ascending, some are better at descending, and some are better at grappling. They can also break if your weight is too high.
7. Inside Caves, you can collect:
Navigating caves is tricky:
To help out, you can use Bats in a similar way to Birds on the surface world -- they'll tell you what's ahead and help you find structures, resources and cave holes. You can also send Moles into Cave holes to get an understanding of what's below or above you before you waste a rope.
8. Petroleum will let you access caves a lot better. Metals will let you make better weapons and armor, enough to fight off the enemies down there and to start really exploring ruins/dungeons as well. Quartz and Crystals will improve your repertoire of tools.
9. Once you have some Quartz, you can send Birds out to find Mana Cracks if you haven't accessed them already via towns. Placing Quartz on the mana altars there will allow you to access those mana dimensions. You can also use Quartz to capture enemies and use them as allies or mounts -- water-based ones will allow you to cross Province oceans yourself. Overall, the world will open up a lot.
Mid-game
I'll write this section later I guess. Need to organize my notes a bit more.
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I'm taking a bit of a break from ruins to focus more on towns. This push should get towns pretty close to where I want them since it integrates a lot of different systems together.
In any case, I'm going to hit this project from two different directions, probably starting with:
First Front: House Interiors
House furniture
Theft System
NPC involvement in thief system
Second front: Town Generation 2
Province Fixes
Town Generation
Province Generation
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Item Types / Loot
I compiled a long long list of item types, and thus potential loot to be found in houses and generated structures (like ruins and dungeons), as well as to figure out which item types I still have to add to the game.
Combat
Consumables
Animals
Eggs that you've hatched yourself will be somewhat less effective than quartz-mirrored animals that you buy in shops or find as loot, however you'll get way more uses out of them.
Materials
I've covered the different materials types elsewhere. Basically though you can occasionally find caches of them. Particularly useful if the material is rare.
Tools
Knowledge
House Stuff
This is a list of stuff you can find in houses almost exclusively. Some of it can be bought (like cookware), Sometimes it can be found in mazes if someone is living in there, but most of it is exclusive to houses.
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House furniture
Next, I'll list out house furniture and what types of items they contain. Furniture can either be in the open (the amount per room is based on the size of the house) or pressed up against one of the walls (house walls or interior walls). Rarely, you'll get alcove furniture which spawns at the end of a 1-tile tunnel made from walls.
Sometimes a counter will spawn along one of the walls, turning it into a kind of gradient. Additional types of furniture can spawn here.
Note that I'm using the term "furniture" loosely -- while most of it is a type of furniture, some of it isn't but serves a similar purpose (the storage of items).
For the time being, furniture is only one tile in size. All symbols subject to change. Or I might use sprites. Or something else entirely (there are some decent RPG fonts out there)
Open furniture
Wall furniture
Alcove furniture
Counter furniture
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Here's a chart of everything, to see the distribution of item types across furniture.
∏ | Д | Δ | ♣ | Ћ | β | δ | ╬ | Ω | ⌂ | ■ | Ξ | Ħ | † | ∫ | ↑ | √ | ■ | □ | Џ | ‗ | Ū | ▲ | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Weapons | - | - | 1 | - | R | - | - | - | - | 1 | - | - | - | - | C | - | - | - | - | - | - | - | - |
Armor | - | - | - | - | - | - | - | - | - | 1 | - | - | - | C | - | - | - | - | - | - | - | - | - |
Jewelry | - | - | - | - | - | - | - | - | - | - | - | R | - | - | - | - | - | C | - | - | - | - | - |
Potions | - | - | R | - | - | - | - | R | - | C | - | C | R | - | - | - | - | - | - | - | - | - | C |
Scrolls | - | R | - | - | - | - | - | - | - | 1 | - | R | - | - | - | - | - | - | - | - | - | - | - |
Wands | - | - | - | - | R | - | - | - | - | - | - | R | R | - | - | - | - | - | - | - | - | - | 1 |
Crystals | - | - | - | - | - | - | - | - | - | R | - | - | R | - | - | - | - | - | - | - | - | - | 1 |
Food | - | - | - | C | - | - | R | - | - | - | - | - | - | - | - | - | - | - | - | - | C | C | - |
Drink | - | - | - | - | - | C | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Animals | - | - | - | - | - | - | - | - | - | - | - | - | R | - | - | - | - | - | - | - | - | - | - |
Animal eggs | - | - | - | - | - | - | - | - | - | C | - | - | - | - | - | - | - | - | - | - | - | - | - |
Materials | - | - | C | C | - | - | C | - | - | C | - | - | C | - | - | C | - | - | - | - | C | C | - |
Lockpicks | - | - | - | - | - | - | - | - | - | - | - | R | - | - | - | - | - | R | - | - | - | - | - |
Keys | - | - | - | - | - | - | - | - | - | - | - | - | R | - | - | - | - | R | - | - | - | - | - |
Torches | - | - | R | - | R | - | - | - | - | C | - | - | - | - | - | - | - | - | - | - | - | - | - |
Ropes | - | - | - | R | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Bombs | - | - | R | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
Fishing Rods | - | - | - | - | R | - | - | - | - | - | - | - | - | - | - | C | - | - | - | - | - | - | - |
Maps | - | - | - | - | - | - | - | - | - | R | - | R | - | - | - | - | - | - | - | - | - | - | - |
Currency | R | - | - | - | - | - | - | R | - | - | - | C | - | - | - | - | - | - | C | - | - | - | - |
Summons | - | - | - | - | - | - | - | - | - | - | - | - | R | - | - | - | - | - | - | - | - | - | - |
Lore | - | R | - | - | - | - | - | - | - | - | - | C | - | - | - | - | - | - | - | - | - | - | R |
Dishes | C | - | - | - | - | - | - | - | - | C | - | C | - | - | - | - | - | - | - | C | - | - | R |
Cooking | - | - | - | - | - | - | - | - | - | C | C | C | - | - | - | - | - | - | - | C | - | - | R |
Clothing | - | - | - | - | - | - | - | C | C | C | - | - | - | - | - | - | - | - | - | - | - | - | R |
Bags | R | - | - | - | - | - | - | C | C | C | - | - | - | - | - | - | - | - | - | - | - | - | R |
Paintings | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | R |
Figurines | - | - | - | - | - | - | - | R | - | - | - | C | C | - | - | - | - | - | - | - | - | - | R |
Writing | - | C | - | - | - | - | - | - | - | C | - | - | - | - | - | - | - | - | - | - | - | - | R |
Lighting | C | C | - | - | - | - | - | - | - | C | - | C | - | - | - | - | - | - | - | - | - | - | R |
Tools | R | - | R | - | - | - | - | - | - | C | C | - | - | - | - | - | C | - | - | - | - | - | R |
Despite appearances, this system actually isn't complicated at all -- all you're really doing is touching things and taking whatever is there. This amount of data is instead here to provide variety.
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A complete list of Shops
Now that I know what all the different items are as well as most of the game's mechanics, I can list out all the different types of shops:
Distinct Shops
General Shops
Miscellaneous shop types
Shop distribution
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Mid-game progression
I have kind of an idea about how this goes. What I definitely want to do is to have one single progression path to simplify things on my end, so rather than Civilization quests opening up new areas, opening up new areas via Exploration is what unlocks those kinds of quests.
While you can avoid Civilization entirely if you want, it has resources (like shops and the npc system) that make exploration easier.
The goal of the early game is to find Caves and be able to navigate them -- this gives you access to metals, petroleum for exploiting caves better, quartz and even the occasional crystal for magic (they're quite expensive in shops and rare in furniture, though wands and scrolls are somewhat more common).
With access to metals and a Base, you can make your own Weapons and Armor, which speeds things up a lot.
Quartz is pretty essential to the Mid-game. With it, you can create your own summons from the World's enemies, it's quite useful on Base Altars, but the main purpose of it is in accessing dungeons/ruins.
Scattered throughout the world are various surface-level ruins, shrines, and entrances to dungeons via my Runs system I outlined elsewhere. You can access them with Quartz in some way (not sure how yet) and they contain harder enemies, twisting passageways and their own linear progression paths. In addition to quite a bit of useful loot (outside of magic, which is still kinda rare), they each contain one of the two types of Shard (which is probably indicated in some way in the color of the rocks):
Each province has several Mana Cracks, which are areas that allow you to access one of the eight types of Elemental dimensions. With the right Mana Shards you can access them.
Mana Dinensions
These contain quite a lot of magic crystals and some unique resources. They do however have their own specific hazards, which you need to find ways to get around:
These dimensions all have their own elemental enemies as well which are quite hard, though they're at least weak to other types of elements so you can play different mana dimensions off one another.
Mana dinensions have some kind of vague civilization you can find, and quests that target them. They also have their own types of ruins/dungeons/shrines which are at least open.
The goal in mana cracks is to find Dimension shards inside their ruins/etc -- when you collect enough, you get an enormous upgrade to your Leaping Latch and are able to access dimensions outside of the Triad.
Alternate dimensions
Up until now, you've had a pretty limited amount of materials to work with. There are some variations as you move around (particularly if you move into other Provinces), but you've been kind of stuck with whatever you've started with.
Dimensions outside of the triad are basically like new triads -- you get a much much wider variety of materials to work with, which changes as you switch dimensions. Unfortunately, civilization down here is basically nonexistent and the enemies are all over the place and much harder. It's probably a good idea to extend your base and/or use portals a lot for better exploration. At this point the entire universe is open to you but outside of the main quest there aren't any further progressive goals.
Conclusion
Probably all of this is subject to change, but this at least gives a good foundation to work with.
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Thief v1 notes
This post should be pretty short. Just laying my notes out for this system.
Locks and Lockpicks
Noise and NPCs
Each lockpicking "move" -- whether that's clicking a tumbler, resetting them all or using a special ability -- will add some amount of Noise to your noise meter. When it fills, NPC's in the same room will start to move towards you, and NPC's on different floors will descend and start doing the same. I'm not sure what the exact mechanics are here yet, but unlike my previous notes, it'll be turn-based and based around moves that you make.
Noise systems are tied to the lockpick -- better lockpicks allow for more stealth.
Looting unlocked furniture should generate some noise as well. Or make NPC's move around randomly, or something.
Lockpick Uses
Lockpicks can break. Unlike other games, you can repair them -- Pawn Shops will offer this service for a price. You also get quite a bit of use out of them before this happens, though it's tied to the moves you use and the durability of the lockpick.
Getting caught
If an NPC has a line of sight to you without any walls in the way while you're looting or lockpicking, then you get "caught" -- getting caught means you forfeit everything you picked up in the house that's in your inventory (regardless of when you got it) and you also can't try to loot that house again for some number of turns.
You also have a decent chance of getting a "mark" on your town record (might be house-specific or something). If you get three marks in a town then you can't steal from any house in that town for some larger number of turns. There might be other consequences as well.
Getting lockpicks
Lockpicks can be bought from pawn shops. Every city and nexus has a pawn shop, but there might be some scattered around towns as well. You can also sometimes find them in general stores or in furniture (though that's rare).
Lockpicks can also be crafted from metal, which means you can use the Alloys system to make hybrid lockpicks that do various useful things simultaneously.
Overall, this entire system is pretty streamlined and should go up a lot quicker than expected.
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Picking up this project again in my limited free time. Going to continue to focus on towns / provinces as far as actual work goes because they tie into kind of a lot, but I've made some great progress on working on various mechanics.
Time System
Shatterloop has a time system which is turn-based. There isn't a day/night system because that's not how that universe works, but there are weather events that have a similar effect.
At the moment, time is metric -- some things happen every 10 turns, some every 100. This will probably change a lot.
Time passes whenever you move or do some kind of action. A lot of it can pass while you are sleeping. Over time, the following things happen:
Shop changes
Inventory weights
Pets (aka Scout Animals / Mount animals)
I've improved this system a lot.
Interacting with pets
Pets are basically just mobs. Touch them to interact with them:
Mounted Animals
I merged kangaroos with frogs and removed drakes, which were waaaay too OP.
Mount animals can be hurt by lava or enemies. If their health gets too low you can't do anything with them other than move inventory around or store them in dark quartz until they recover. Magic can be useful however.
Scout Animals
Scout animals can be equipped -- either put on your shoulder (birds, bats) or carried (hounds, moles) -- this lets you move them around without using valuable dark quartz. However this will add the animal's weight to your carrying limit and you can only be "carrying" one pet at a time. Scout animals have randomized weights.
Scout animal functions
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Animal Communication
I've worked on this system a bit. Should be quite easy to set up, but will require more work to balance the mechanics of it.
With fleeing mechanics, thrown weapons would become increasingly important. With aggressive behavior, knockback, stunning and using the terrain tactically would be more vital. Also piercing weapons. Clawarms would be a good way to deal with alphas non-lethally.
Animals can also move towards or away from each other, which could negate those strategies and make other strategies better. Battles should be quite dynamic regardless.
I like the idea of "healers" but for the sake of sanity they'd probably heal random enemies or alphas rather than those lowest in health.
I'm not quite sure what animal encounters look like yet. One idea I've had is a "nest" mob that summons new enemies next to it when one dies. You'd have to therefore make your way to the nest and destroy it. This would probably be more useful in ruins where you have limited pathways between rooms.
With how varied and ultimately random these systems are getting, some amount of OP stuff is going to happen one way or another. I'll try to keep the surface level of the starting province from being *too* hard or too easy, but some OP stuff makes the game more interesting so it's acceptable.
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Resource collection notes
I'll probably work on this after I finish the lockpicking system (soooo close) because I need a new project to help me get going on this project again.
While working on animal corpse and fish processing, I refined the resources system a bit as well. This probably *still* isn't the final draft, but it ties into a lot of useful systems and expands crafting a lot too (which is a good thing).
Resource collection
You'll still be able to pick up resources easily by stepping onto them. I like this system a lot -- it gives the game a kind of arcade pacman-like feel. What's changing is that instead of picking up actual straight resources, you're picking up entire plants or plant parts. Things like branches, "brush", dirt piles, etc. These base resources are pretty worthless and weigh more. This will be true for fish and animal corpses as well.
You'll then be able to extract useful resources from these base resources. Many base resources can have multiple types of things you can extract from them -- for example branches can have both sticks and leaves. However you can only extract one type of resource from a base resource. You'll be able to do this in bulk if you want to, or some specific number, or individually. Extracted resources weigh a lot less, can be used in crafting, and are worth more. However they might also spoil over time if I introduce that mechanic.
Depending on the material you'll only get a few (or even a chance at none) extracted resources. This can be improved by crafting different tools (rakes for leaves, shovels for dirt, etc). Tools are lightweight and anything equipped weighs nothing. Like weapons, tools can break or get dull over time, and their yields vary as well, depending on the materials you use to craft them. They can be repaired with more of the materials that they're made from. Metal tools can be repaired *without* extra materials.
Tools can be repaired at any time, however they can only be crafted at a campfire. Making camp doesn't require any resources but you have to be bordered by three connected solid tiles to camp somewhere. A lot of things can only be crafted at a camp but some you can craft anywhere like ropes, torches, and basic wooden weapons. You don't have to be at a camp to extract resources.
I'm going to reintroduce the larger list of resources because things make more sense now -- you'll be able to get beans, seeds, spices, etc. You also don't need nearly as many base resources per biome now which is why I simplified that list.
Hunger, Satiety, Stamina and Cooking
I'd like to intriduce a basic eating system as well. Once I start delving into the combat side of things food will provide benefits there as well, but for now it'll only tie into hunger/satiety/stamina.
As promised, going without eating won't kill you, but it can give you some deleterious status effects eventually based on what your last meal was. Food will refill your hunger meter, add some satiety (which prevents your hunger meter from going down), and also will give you some Stamina (or whatever I call it).
Stamina allows you to do things like jump over obstacles or "reach" past them to grab resources, or increase your movement speed briefly. You get a fixed amount of this based on the food you eat and it isn't upgradeable -- if you want more continuous use of these abilities it makes sense to invest in a good mount. Or you could just eat again when your satiety wears off. These abilities aren't continuous -- you choose when you want to do something extraordinary and lose stamina accordingly. If you're sprinting, it's more continuous, but you can turn it off at any time.
Food
I haven't quite worked out the mechanics for all food items yet, but I do know a few things:
Cookware vs Pottery
Cookware found in towns is significantly more durable, but can't be repaired without metallurgy, the right spell or a repair service. It's also metal, so it has more weight.
Pottery weighs significantly less. It's less durable and can't be repaired once broken, but it's very easy to make.
Pottery
If you camp near water, you can use the clay there to make pottery. You can also dig around for it if you're on a land tile next to water, or buy it in shops. There's only one type of clay. While clay itself takes up room, clay dug at a campsite can just be turned into pottery directly.
Pottery breaks eventually when you use it enough times. You can however add various plant-based or rock-based materials to make it more durable. There might be other properties happening here depending on what the cooking system looks like when it's done -- in those cases adding stuff to your pottery is a good idea.
Better food
If you eat a meal with dishes and silverware at a table with a chair, you get some rather long-term benefits to food in general for a while. I'm not sure what these look like yet, but it'll be well worth doing it every now and then.
In order to do that though you have to either be at an inn or at a table and chair inside your base. Tables/chairs can only be placed inside a base room. Dishes and silverware can be found in towns or crafted once you get the right base machine for that job. They're also used up every time you eat, which makes no sense but hey game balance is a tricky beast. Inns will at least provide dishes and silverware as part of the meal.
Food spoilage
Assuming this system gets implemented, it'll look like this:
I might scrap this system.
Milk
If I implement food spoilage, you'll be able to get milk:
If I don't implement food spoilage, I'll probably scrap this system and just have dairy available in shops instead.
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Materials v3 Notes
Surface materials have been reduced to five types of "aggregate materals", which fit into three broad categories (trees, plants, rocks). However there are more resources available, which are gained by "extracting" them from the aggregate materials. I also balanced things heavily and simplified the rock system.
Extracting Tools
While you can extract resources by hand from aggregate materials, you get a better yield and more favorable properties if you use a tool. Tools can be crafted from resources, with various properties depending on the resource properties. Below is a list of each resource and the tool used to extract it:
Resource | Tool |
---|---|
Fiber | Scythe |
Beans/Berries | Scissors |
Branches | Saw |
Leaves | Rake |
Fruits/Nuts | Scissors |
Wood | Hatchet |
Sap | Auger |
Bark | Machete |
Roots | Hoe |
Insects/Worms | Shovel |
Rocks
Rocks can be picked up by hand and there's only one type of rock (though still different materials). Rocks can be shaped by smashing other rocks into them. I'm not quite sure what this system looks like yet, but it will allow for a wider variety in rock shapes. Different properties will influence both the smashed rocks and the smashing rocks, which might be individual to the rock rather than the material -- the material's properties will instead go into whatever you're crafting from the rock.
I might also completely scrap this and/or heavily simplify it, depending on game balance issues.
Tool Use
Tools also tie into fish resource extraction and animal corpse resource extraction, both of which I'll also get done this update (for now random animal corpses will spawn since the combat system isn't done yet).
Tools can be equipped so they don't take up inventory space -- the extraction menu will probably let you pick unequipped tools if you want though. Given the large amount of tools and what I'm doing with the health/mana system, there will be different categories in the Equipment menu for different types of things you're equipping.
Still to do
After that I'm going to start building these changes out:
After this I'll probably delve into food or camping. Or I might go back to one of the other complexes of features I've been working on -- towns, dungeons, combat.
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I'm working on combat again because way too many systems (including cooking) tie into it. I have at least worked out a rudimentary potion system based a lot on NIFE.
Potion Ingredients
There's a chance of getting some oddball resource when extracting, for example a "razorback shell" or "shortpig heart". This will always be the same thing for a given raw material, but you won't have it available every time -- for the sake of sanity it'll probably appear as a different item, like "rare shortpig corpse" or something.
Potion Crafting
Ingredients will have several effects attached to them. In order to make a potion, you have to use several ingredients that share an effect. You need at least two ingredients, but you can add more to make the potion stronger.
Potion Types
Fountains
Fountains can be found in the world, namely in generated structures like ruins. They work similar to potions in that you can drink or dip items in them or potentially splash them at moba.
They have more uses than potions, but aren't infinite. They will however replenish according to various weather events. Maybe. Not sure how much I want to limit them.
Some fountains are "magic" -- Here you can pour an arbitrary potion in them to turn them into a fountain of that type.
Potion Crafting mechanics
Potions can be crafted in one of three places:
Ingredient Identification
Successfully crafting potions lets you then permanently see the effects in each ingredient. The recipe will also get added to a list so you can craft things by something other than rote memory.
There are also ways of identifying ingredient effects without wasting them -- a shop service or a base Analyzer fixture. Useful since ingredients can be quite rare.
Overlap
Potion / Food overlap
Potion / Magic overlap
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Skills
I haven't quite finalized this, but a skills system is looking like the sanest solution right now. Here's how it works:
Magic stuff
I've worked on this system a bit. There's a kind of "transmuting" system where crystals can turn into wands, scrolls and enchantments, and can also be converted back into crystals. These processes are however costly both in terms of materials and personal cost.
Magic itself is overall very very powerful and also very very temperamental -- getting a proper spell from a crystal requires a lot of work but you'll at least have some kind of useful effect at the outset.
The magic system ties into literally everything, but I'll probably start building out bits and pieces of it soon, and maybe the transmuting system as well.
If your mana max is low, scrolls and wands will be a lot more viable. Through use of magic or by doing transmutation, your mana will increase and you'll be able to use actual powerful spells.
Wands and scrolls have a limited number of uses, but can be recharged by crystals or rare magical ingredients. Scrolls dont instantly disappear -- this breaks all kinds of traditions but is necessary for game balance.
Outside of quantum and entropic magic, magic does not work well at all in the entropic dimension. I'm not sure what the exact stipulations are there yet, but it'll be interesting.
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Fishing v1 Notes
This set of updates will get the fishing system to where I want it in the final game. It'll probably change somewhat during development like everything else.
Fishing basics
Fish
Each region has a limited amount of fish (currently set to 7). It also has a couple rare fish and one rare monster fish.
Each pool has a limited amount of fish out of that palette (2-4 right now, iirc). If the pool is big enough, it might have rare or monster fish.
Fish are also weighted -- some fish are more likely to appear than others. Each fish also has a base chance of catching it -- rare and monster fish are harder. All of this information is given to you in your fishing panel when you actually see the fish in question.
Bait
Fish have a bait preference -- worms, insects or fish. Rare fish always prefer fish, and monster fish will only go for rare fish. The bait determines improvements in your ability to catch fish -- this is randomized to a large extent, but rare fish increase your chances a lot (which is good because monster fish are hard to catch).
Non-fish
You also have a chance (1/10 atm) of hooking something that isn't a fish. These can be individual items which are usually junk or bags / crates which contain collections of also usually junk. Occasionally you can get something useful, or you can use various systems to increase your chances here, for example Lucky potions.
Hooks
There are three types of hook:
The specific bone or metal that goes into the hook determines how likely you are to catch the rarer fish over the normal fish. If there aren't any rare or monster fish in the pool, you'll get a message to that effect when you encounter a situation where you *would have* seen one.
Hooks are crafted from bone or metal/precious metal espectively without requiring any other materials. They require more than one piece however.
Lures
Lures are named as three capital letters, for example an ADS Lure. This lure will increase the weight of fish whose name starts with A, D or S.
Lures can be "daisy-chained" together with cumulative effects. So two ADS lures will increase the weights of those fish even more, while mixing an ADS Lure and a LAF lure will increase D, S, L and F but A the most. Lures can't be daisy-chained infinitely -- the limit depends on the "Lure Chain" property of your fishing rod.
Lures are crafted with either Scales, Flowers or Feathers (Similar to Wands) and Fishing Line, which itself can be crafted from wool, hide or plant fiber. All in all you have a lot of combinations to get more desirable Lures. You can also buy them at Angler shops or find them in Fishing Rack furniture in houses or dungeons. Fishing Lures can't be Cursed.
Fishing Rods
There are four tiers of Fishing Rods, depending on the materials used to craft the rod:
Fishing rods also require Fishing Line, which again can be crafted from plant fiber, wool or hide.
Fishing rod properties affect various things, with higher tiers being better:
Additionally, the fishing rod tier will affect several things:
Rare and Monster fish
Rare fish require you to actually have fish equipped as bait, and Monster fish require you to have Rare fish as bait. Both of these can be quite hard to catch regardless, so fishing potions/magic are useful, as are good use of rods and bait.
Rare fish are more valuable, and Monster fish the most valuable. Their extracted materials should be more useful as well.
Rare fish will always contain a Potion ingredient in their Extraction menu. Monster fish take this a step further and always contain a Magical ingredient, which are useful for recharging wands/scrolls and upgrading Crystals. Additionally, the potion ingredients gathered from rare and monster fish will always have a fishing-related effect as one of their potential effects.
Rare fish are more common in Caves and the Ice Dimension, and Monster fish are more common in the Water Dimension.
Overall, the system should be pretty progressive and also quite worth it outside of fishing -- a great way to get potion ingredients and magic ingredients, which can be hard to come by.
I'll probably flesh this system out sometime soon.
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Terrain update notes
I've spent some time just wandering around / collecting stuff / switching dimensions so I've got a pretty solid outline now of the changes to those systems:
New Game Progression
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Other changes
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Portals
Might work on this next, should be fairly straighforward to set up.
Portals allow you to travel larger distances instantaneously, with some kind of energy cost. They act a bit like magical transportation in other games except that you get to pick your own targets.
Portals require the use of an Entanglement Lens. My original notes called for a portal gun to handle lens upgrades, but I might be scrapping the Machines system in favor of something simpler. In any case though in order to make portals, you need to craft an Entanglement Lens from either Quartz or Scales (haven't decided which yet, leaning towards Scales).
You can place three kinds of portals:
Town Services
Towns have a "Repulsor" service that will transport you to an arbitrary location inside the province (though you can't get too close to structures). This is somewhat expensive relative to their town travel services, but is based on distance so traveling to the closest town first makes sense.
Towns can also transport you to an Attractor you've placed that's outside of range, again for a hefty cost, though less of one than using repulsor technology. I'm not sure what this is called yet, or it might just be a subset of the Repulsor service.
Improved Entanglement Lens
I'm not quite sure what this is called, but this is a late-game upgrade to your portal-creation abilities. Crafting it involves materials retrieved from structures in mana cracks (such as ice caverns). With it you gain several upgrades essential for the late-game:
At this point you can basically do whatever you like within the known world without an exorbitant cost, however your outer range is somewhat limited. Bypassing this heavily ties into the main quest / lore, which is still under construction.
Base Integration
While you can place attractor/tangle pairs outside your base, if you place them within two bases, it'll effectively connect them together into one unified base, with the same storage, etc. Very useful feature.
In order to do this however (or to place portals within a base at all), you have to have a Portal Room constructed. Portal Rooms have limits as well that can be improved via Base Modules.
User Interface
For now, I'm going to have a "portals" tab. Itll have a "mode" select with three options:
All options will be available at the outset and nothing will cost anything.
Portal Construction menu
Portal Modification Menu
Clicking an Attractor or Tangle will allow you to adjust the menus these come with -- the color, name, and attractor in the case of Tangles.
Walking into an Attractor
If an attractor is only connected to one Tangle, you'll teleport there. Otherwise, you'll get a menu that asks you to pick the Attractor you want via buttons, and clicking the button will teleport you.
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These systems might get implemented and they might not. I do like them though.
Agricultural Rooms
While in an agricultural room, you can place solids, water tiles, and a couple specialized objects for free. There are however limits to the amount of things you can place, which can be upgraded with Base Modules.
Crops, Aquariums and Terrariums can also be placed here, and in fact *must* be placed in this kind of room.
Crops
Each tree or plant has a rare chance of dropping a seed. Seeds have multiple uses, but here they can be planted. Over time they'll eventually grow into the correct plant or tree.
Each plant or tree has a set of "yield" properties that determines how many of that resource you gain when extracting it. These resources are the same as the ones that can spawn in the overworld -- for example plants can have fiber and beans, trees can have branches and roots. The starting properties reflect what the resource does in the overworld with some slight variation.
Crops will also drop seeds -- by default only 1 at a time. Every time you collect seeds, the new plant will be slightly different. You'll be able to see these differences before you plant them.
Crops will also drop Pollen, which I'll get to in a bit.
All of these resources are renewable -- over time a crop will produce more resources, more seeds and more pollen.
Breeding
You can use pollen on a plant to get a seed. If you pollinate a plant with its own pollen, you'll get a seed that's an exact replica of the plant. If you use it on a different plant of the same species, you'll get a seed that's a combination of the two via the Alchemy system.
With these three functions, you can effectively domesticate plants to do more of what you want over time, or create multiple strains to do different things.
Other Crop variations
Crop Environments
Crops will generally have some set of conditions attached to them in order to plant them -- like they must be in water, bordered by a solid, etc. These are procedurally generated based on the crop species and don't change.
Crops can have another set of conditions that makes them grow faster, and still another set that makes them mutate more. You get to see all of this in the crops menu.
Overall you get to spend some time experimenting to find efficient layouts.
Aquariums and Terrariums
Aquariums require at least two of the same kind of fish.
Terrariums require at least two of the same kind of animal eggs.
In order to breed either fish or animals, you have to feed them food. They'll have various food preferences.
These systems work similarly to Crops, except the resources are nonrenewable (with the exception of milk if I get to it) -- every time you take a resource out the population goes down. I'm not sure yet how the mutation/breeding systems work yet.
It will however function very similarly to Crops -- new resources, resource modifiers, etc. Might divvy up rocks/metals/etc between plants and animals so you need all three kinds of farms to get all the overworld resources.
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More misc changes
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Weapon Properties Draft 1
This will probably change over time as I test things and balance the game, but it's fairly balanced already. I also have on-paper notes, but I'm sticking things here too to make changes easier to track over time.
Weapon Techniques
Weapon properties breakdown (by weapon technique)
Not sure what "low", "medium" and "high" actually mean yet. Also not sure what base damage looks like -- it'll depend a lot on the material class and material used to craft the weapon more than anything. For now, all weapons will do 5 damage.
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Magic Attacks again
Will probably be working on these as part of the Combat update since they're necessary for several buffs, and I'd like to get as many of those rolled out as possible.
Magic Attacks will do one of three things:
These effects are quite powerful relative to melee/ranged weapons, but they cost mana, sometimes other things, and are also quite limited when you first start out. Upgrading them requires the sacrifice of other crystals or magical ingredients (rare versions of potion ingredients which are rare themselves).
On the whole this game is rapidly getting more and more complicated. I'll probably have several simplifying / streamlining sessions when more of the underlying systems are in place.
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Bases
This is more of a notes post than a checklist -- a lot of it depends on several interdependent systems and quite a bit will probably change as well.
Basic Stuff
Fixtures
Fixture Creation
Base Fixtures
I'll now describe each of the base fixtures, sorted by the room it's in. I'll also note if it requires only energy or only materials, but not if it requires both because that's most of them.
General Room
The general room is the first base room you get when you make a base. The types of fixtures you can have in it is pretty limited.
All three of these fixtures can be placed in other room types as well. There might be other types of fixtures you can also place in a general room that aren't exclusive to it.
Living Space Room
Everything in here requires Wood to craft it. A good bit of animal and other underutilized materials are needed as well, though I'm not sure what the exact recipes are yet.
Kitchen
While you can do both of the above things on a campsite, having them on a base is more convenient, and besides there might be some properties that get tweaked depending on what you make the grill/cooking pot out of.
Lab Room
With the exception of the Alchemy Station, most of the stuff in here is mid-game to late-game.
Industry Room
In addition to their normal crafting costs, all of the Fixtures in here consume Fuel when they're in use. Fuel use is dependent on the materials you use to build the machines though, so you definitely have advantages if you source (or create) better materials.
Things in here also take Time to process. This can again be in-game time from exploring / sleeping or real-world time from being a Couch potato.
Refinement itself requires Fuel, but it's less than the yield you get from the item. Some types of materials require ludicrous amounts of Fuel to refine, but then produce a similarly ludicrous amount of Fuel. Since the other Machines require varying levels of Fuel, this whole system is very progressive.
Agricultural Room
I'm again not sure what any of these three systems look like fully. I'm still thinking them through. They're definitely happening though!
Engineering Room
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Buffs v0 Checklist
Yet another checklist. the buffs system is essential for potions, food, resting/sleeping, beds, couches, and inns. Some of the stuff in here will also help pave the way for future systems. So this is probably my next project, followed by probably either Potions or Food (since I've wanted to get to those for a while now).
This is going to be a version 0 because some of the systems required for the whole set of buffs/debuffs are too complicated. I'll either add in the new effects as I can or rework the systems here when that happens.
v0 One-Time Effects
These should just be straight events.
v0 Buffs
These (and debuffs) should also be events, but they should be called through the time system.
v0 Debuffs
Buffs for later
Debuffs for later
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Potions Notes
This is more of a final draft, given that this system will happen pretty soon.
Potion Ingredients
Potionmaking
distinct ingredients which match an effect. If the ingredients match multiple effects the potion will do multiple things. For right now, potion effects will be randomized. I'd like to maybe handcraft it a bit later so ingredients are analogues of several well-balanced ingredient templates, with a few truly random ones. But that's a project for another time.
Potion Combining
Potions can be combined together to save space and also create more useful potions. This should be fairly logical (like recover health 50 + recover health 50 = recover health 100) and there are no limits here since there are no limits on potion drinking either.
Potion Strength
Potion effects have magnitude and/or duration and/or possibly other variables. All of these qualify as Potion Strength. There are a variety of ways of increasing a potion's strength:
Magical Ingredients
While magical ingredients have other uses (like upgrading crystals), they can also be used in potionmaking, where they're like the normal ingredient but have a higher magnitude and/or duration.
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Food v1 Notes
Also finalizing this set of systems, because it also happens around the time Potions happen and ties into the same buffs/debuffs system.
Food Basics
Food
There are 15 categories of unprepared food, 3 of which are mid-game and require the use of shop services and/or bases. The other 7 are found as natural resources:
Milk
There are several ways to get Milk:
Food Effects
Food is overall split into 4 categories, and each has a progressive tier system (though there is a bit of overlap)
Meat > Beans > Nuts
Special foods
Meals
While you can eat food items individually, that will bring all of the disadvantages / lack of advantages of that food group. However if you combine foods from all four groups you'll gain benefits from all of them.
The actual values of what a meal does are broadly dictated by the Tiers of food items in them -- for example a meal composed of Meat, Seeds, Milk and Sap will be quite good, while a meal of Nuts, Leaves, Tubers and Fruits will be worse. However the tiers are ranges and there is some overlap so sometimes you'll be surprised by what a "second-best" tier can do.
Here's where things get really complex though. The actual values in those ranges are dictated by the meal as a whole, not by individual ingredients. Trout meat and Shortpig meat have the same ranges, but meals composed of them that are otherwise identical will have wildly varying values. The Stews/Cooking system is also the freest crafting system in the game, so I'll get to that next.
Cooking system Basics
There are two parts to this system. The first part is very straightforward and ties into essential gameplay. The second part of it is a lot more free and is mostly around for adding flavor/personalization to the system while also giving you a means of minmaxing your Food. For now, I'll cover the basic part of it.
Stew System Basics
Overall the Stews/Cooking system is very free and encourages a lot of experimentation and luck. The more complicated parts aren't required in any way (going by the Tiers makes more sense) but they add a bit of flavor to the game.
Advanced Cooking
Whatever way you unlock it, you will eventually gain more options other than just having foods be Raw or Roasted:
These different ways of processing will do the same thing as Roasting them -- Boiled Leaves will be different from Raw Leaves, but also different from Roasted Leaves. So you gain a LOT more potential ingredients to work with, even though you're still only working with the basic ones available in the world.
Processing can go up to two layers deep -- you can for example have Fermented Soaked Tubers, but you can't Roast that item. However some processing combinations can yield new 1-word items, for example by Grinding Seeds, you get Flour, and you can then for example Roast flour and then Ferment that to arrive at three layers of processing. There are some various things to learn in here, but overall the more processing you're able to do, the more "luck" you have with a meal. Specifically, the range of that food increases.
This system is entirely optional and serves to make a somewhat complex system more complex, so I want to again stress that it's optional and probably locked away to some extent as well.
Conclusion
Given the long length of this post and the number of mechanics involved, it might make sense to simplify even further and lock away things like stews until your Cooking skill improves. I think I'll plan / program those changes in a later update though.
With a list of doable Buffs, and the finalized versions of the Potions and Food systems in place I can start to work on fleshing those systems out. They themselves don't impact other parts of the game, but they're core parts of the game in their own right.
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Misc Updates
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Caves Notes
I've done kind of a lot here recently already, but nonetheless it's helpful to lay out my plans.
Basic stuff
Cave Layers
Caves have multiple layers, accessible by Cave holes found within the cave, and broadly separated into four regions:
Spelunking Tools
Dangers
Cave fixtures
Occasionally in deeper parts of the cave layer (and also in Ruins once you can access those), you'll run across a naturally generated Fixture:
With Gashroom Bombs, you can Blow Up either of these to collect Quartzshards. Quartzshards can be used to rebuild these fixtures in a base, or can be crafted into Quartz (and is the only natural way of getting it outside of maybe mana dimensions)
Cave Rewards
Spelunking Menu
When you enter Caves, you'll open up a special Spelunking Menu, and also get that link on your normal menu. Like the upcoming Fishing menu, the Spelunking menu is how you manage the various systems related to Caves:
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Miscellaneous changes
I might do some of these changes today since I'm trying to create some kind of alpha game out of what I have anyway.
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Random Changes
This change (which is basically what I was trying to do originally way back in 2013) definitely ties back into the central game theme, but also improves some issues with the current random nature of the crafting system.
The good thing about having it here is that it's both nonessential and also highly useful -- the food and materials tiers systems were essential, which is a big problem for new players. The weapon decorating and food v2 systems were nonessential, but they were also not very useful. This one manages to do both. It also encourages extra gameplay because it looks like a legitimate handcrafted system.
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Manaflute Notes
Manaflute Songs
The songs played with a manaflute use a procedurally-generated conlang to kind of string commands together, for example:
The language used is different with every unique seed.
Songs
Below I'll list all of the songs and how they fit into the revised Game Progression:
Starting Songs
Starting songs don't cost anything.
Aether Songs
These songs all require Aether to use. They all have their own menus for the most part.
Your first step is crafting an Atomizer Bypass, which then allows access to this song:
Once you have a Base, you can build a Research Station and pick up the Explorer Survival Package. This will teach you this song:
With the Portals song you can reach Civilization, which begins the main quest. From there you have to reach the town on the opposite side of the map from the origin. From there you can learn the next song:
Quartzshard Songs
The main goal with Caves is to craft something known as a Quartzlens. This will then give you access to the following songs, which all require Quartzshards to use:
Mana Songs
Somewhere near the end of a Ruin, you'll find a special Mana Room that teaches you a new song. These songs all require Aether again.
Once you've learned all the mana songs, Dungeons will instead have some other rewards at the end (maybe several magic crystals or some really good loot or something).
The point of the mana planes is to get all eight types of Mana Shard (one per dimension) and craft them into a Manalens -- this item will then significantly improve the way the Portals song works and its range.
Conclusion
Everything here should be doable already with the exception of Quartzshard songs, which explicitly require the Provinces v0 update. Fortunately I do also have a checklist for that, so I should be able to work on the Manaflute relatively soon.
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Random changes
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Game Theme
This is a concept that's been crystallizing recently -- with Shatterloop I've always had this theme in mind, but up until fairly recently I didn't know how best to express it. I'll try to put into words what I'm going for with this game.
Procedural Generation
Shatterloop does a lot of this. Each new seed is distinct and offers fresh experiences.
However, the game takes it a lot farther than games of this type do -- a lot of core game mechanics are themselves procedurally generated. What this means is that things you've learned in one seed about how to best play the game aren't necessarily going to translate over into a different seed.
Learning
A big part of the game theme, then, is to promote learning. There's a lot of tactical and strategic elements involved in the game, and the longer you play it the more you learn about how to best use your environment and resources to your advantage. This knowledge will make you better at the world you're in over time.
There's a lot of small-scale learning that's happening as well -- the terrain can influence a lot of different things, from resource collection to combat to better fishing ponds, to camping requirements.
Systems
Part of the reason there's so many systems in the game is to encourage experimentation and exploration. It's kind of a thinking person's game and you're going to be spending a LOT of time in menus, forming ideas and making difficult choices. There's already a lot of this kind of depth in it, and it's still only a very early alpha.
Fitting it all together
So the overall goal with the game is to have a strategic meta-roleplaying experience that changes pretty fundamentally from seed to seed. You might think you have a playstyle until you pick a different seed and the old rules you learned just don't work right anymore. So you get a pretty fresh experience every time.
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Revised Mid/Late-game progression
Inactive Dungeons
This is what dungeons appear like in the world before they're activated.
Active Dungeons
Hallway Fixtures
Room Fixtures
Mana Planes
The point of mana planes is to collect the appropriate mana shard -- fireshards for example can be collected from the fire plane. In the early alpha they're just common resources, but in the final game they're a bit rarer. Creating a Shatterlens requires collecting shards from three dimensions that are in an elemental triad:
So, while you can visit all six dimensions if you want, you only need to visit three to beat the game.
I still need to do some work here -- the Mana Dimensions need to have more in them than they currently do. So I'll get back to this section at some point.
Shatterlens (and the very late game)
Crafting a Shatterlens gives you a new song which is quite powerful:
The late game has several minor goals, but the main point of it is collecting Aleph Cores and Soulshards, crafting the two of them into increasingly game-breaking key items.
Pivots
The first goal is finding your way to Pivot provinces.
It's possible to find them by accident but it's very very unlikely -- there's around a 0.1% chance of a province being a pivot but there are a few that are handcrafted.
If you want to reveal the handcrafted ones, you have to make an Aether Loop between three provinces. I'm still working the details out with this, but it's similar to the trading mechanic except with atomizing and reatomizing items at a special structure known as an Aleph Conduit. Doing that will make the Aleph Conduits reveal the name of one of the handcrafted Pivots, which you can Chimera to as normal. If you forget the name you can come back to the conduit to get it again. It's a good idea to save a note in your journal though.
Pivot Provinces
Pivot provinces are endless diamonds with a pivot in the middle repeated in all directions. They have a monocolor color scheme. No structures whatsoever. No void sea either. Or something like that.
The Pivot fixture is a specialized crafting menu that gives you various key items. They're all exactly the same, but the first one you interact with will teach you the "uncouple" song.
Uncoupling and Aleph Cores
The Uncoupling song will remove any kind of Aleph structure from the world, giving you an Aleph core in the process. There are a lot that you can get in the starting dimension, but also quite a lot more scattered throughout the other provinces. How you get Aleph Cores is up to you -- you'll have plenty of optional mechanics to work with at this point.
Pivots are crafting menus that allow you to work with Aleph Cores. Your overall goal here is to craft an Aleph-Naught but that requires quite a lot of Aleph Cores that can be tedious to collect. So instead you might want to use the Pivot to craft one of the following:
The Aleph Naught and the end of the game
It takes kind of a lot of Aleph Cores, but if you collect enough (gaining god-like powers doesn't hurt), you'll be able to craft an item known as the Aleph Naught. This teaches you a special "zilchify" song that gives you your last goal in the game, which leads to the Soul's Pivot.
The basic mechanic here is that you're removing structures/towns/planes/etc permanently from the multiverse, and in return gaining different types of Soulshard. You can then take those different soulshards to a Pivot and craft the Soul's Pivot item. This Zilchify song can't be used in the starting dimension.
The Soul's Pivot essentially gives you the tools to change whatever you want. It's also a cross-game item if you're playing online. I'm not sure yet what its menu looks like, but it'll have kind of a lot of options.
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Mana Planes v1 Notes
I've thought about these some more. I think I have a solid plan now.
Basic Stuff already covered elsewhere
Conduits
Waxing/Waning Planes
As I pointed out before, there are six elemental planes split across three corners of a triangle. So each of those corners has 2 planes in it.
In each Corner, one of them is Waxing and one of them is Waning, although which one is which depends on the seed. The goals of this part of the game vary depending on whether you're dealing with a Waxing plane or a Waning plane, and you get to choose which combination you're dealing with -- you can do all Waxing planes if you want. However the randomization algorithm is set up so that if you're following a natural triad (like water->fire->ice), you'll always do a combination. (assuming the math works out on that)
Waxing Planes
In a Waxing Plane, your goal is to gather materials, craft some set of Sculptures, and place them in the plane at specific types of locations. The Conduit gives you these instructions and also serves as a Crafting Station to actually make the sculptures.
Materials
Astral Tools
Astral tools are a special kind of tool that allow you to extract resources from the terrain itself similar to fishing. In this case you have a range from yourself and you get to place the tool at any point within that range. There are some terrain variations (such as special types of solids), some of which are rarer than others and tie into this system. The actual process costs Tech Aether and isn't always successful, so is very similar to Fishing in that respect.
Sculpture Placing
Once you've created some sculptures (which also have procedurally-generated recipes), you then have to place them in the right kind of terrain. This goes back into the types of terrain you've already had to deal with to get resources or astral tools working, so it's a good idea to take notes and/or place portals to rare structures as you find them (although new players obviously won't learn this the first time).
Sculptures don't have a range -- you can place them at whatever distance from yourself on screen that you want.
Once you've placed the right sculptures in the right locations, you'll get the elemental shard for that Plane. However you can do more if you want, gaining loot in the process rather than elemental shards.
Waning Planes
In a Waning plane, your goal is to find naturally-generated Sculptures, Activate them, and do some set of actions inside whatever gets generated from them.
Finding Sculptures
Once you activate a Conduit, naturally-generated Antennae will start appearing in the Plane on floor tiles. They're somewhat rare but not as rare as Sculptures. Your elemental song will point you to the nearest Antennae, or if it's on screen, whatever the closest other one is.
Both Conduits and Antennae will point you towards different types of Sculptures with the Pointing system. They can also point you back towards Conduits if you choose that functionality.
Sculptures are activated simply by touching them. They will create structures in-place such as minor bits of civilization or some more obscure types of ruins (such as labyrinths).
Virtues
A Conduit will give you some set of "Virtues", which are actions you have to do inside some type of structure some number of times. There will always be at least one civilization-based Virtue and always a Ruins-based one, but the actual amount varies procedurally.
The actual actions you have to do are puzzle-like. Some examples off the top of my head:
Once you accomplish all of those Virtues, you gain the appropriate elemental shard. However you can continue to do them, this time for Loot.
Miscellaneous Plane Features
Spiral Staircases
A few of these will naturally form. They're basically spiral-shaped structures that let you go up or down levels in the Plane. They should look like the one on the left here:
Different levels have different terrain/sculptures/antennae but the same Conduit, so you can basically do Plane-based challenges infinitely. This is important, as I've altered planes so that they're finite in scope orthogonally as they're also surrounded by a Void Sea.
The first Conduit you go to will teach you a song to teleport to and from staircases, as well as go up or down them. The couple of stairs that spawn per level can therefore be useful as a kind of transportation network, albeit a very limited one.
Elemental ways of bypassing hazards
Elements that "attack" whatever elemental plane you're in can have their songs be used to get around that plane's hazards.
For example, if you're in the Water plane, playing the Earth song will create a land bridge for a while. While playing the Ice song will freeze all of the water on screen.
You can thus play different elements off each other -- especially if you're dealing with a natural triad (such as Fire-->ice-->water). The first one you go to will be hard though.
Elemental songs all cost 35 Aether inside a plane. Hopefully I can find another way around the fire plane problem (Lava Lifting possibly; though that has issues of its own).
Conclusion
I had a couple goals with this project:
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Revised Late-game Progression
This is basically the same thing, but I've altered the chimera mechanic and streamlined a lot of stuff too.
Strange Loops
At the end of the entropic/quantum plane challenges, you get transported in front of one of the province's strange loops, which is activated. You can then click a button to "Shatter", which will stick you in the space between loops and open up a Chimera menu for you.
Chimera Menu
This menu basically lets you input symbols via color-coded buttons. It works essentially the same way as my old notes, except instead of entering text, you're entering various astrological/alchemical symbols. The whole thing should feel a lot like interacting with a stargate, which was my original idea here.
Once you're in another province, the Chimera menu will tell you which one you're in, and will let you return home easily. You can also teleport to that province's Aleph Conduit.
Aleph Conduits
Every Nexus has an Aleph Conduit -- a tall structure that allows easy transport between dimensions (so you don't have to remember their symbolic name). Aleph Conduits can be activated or deactivated if they've been activated.
When activated, you can transport to any dimension with an activated aleph conduit, or transport home. You can also try to create an Event Horizon.
For my v0 of these features I'm going to bypass Aleph Conduits and instead run all these functions inside the strange loop menus.
Event Horizons
An Event Horizon is basically a route you find between three or more dimensions that creates energy boundlessly. If you're able to create one, you can transport inside of it, which is your next set of progression steps.
Each dimension has one of the six elements associated with it. This influences the province's currency of choice but also an internal currency shared by all activated aleph conduits. With this game mechanic, you're working with an inventory that stores all six of those currencies as well as special types of "items".
To begin this journey, go to an aleph conduit and "open a mouth". This will clear out the entire aleph conduit's inventory, and will let you pick one of the items, which resemble the astrologial/alchemical symbols seen in the Chimera menu. The item is paired with the element of the dimension you're in, so you might get something like "Fire Neptune" if you're in the ice-associated dimension.
Items of a particular element can only be "sold" in a dimension of an element that that element would conquer. So for example, Fire Neptune can only be sold in Wood or Ice dimensions. When sold, you collect some amount of currency in that element, say 35 Ice, and can then buy items in that dimension with that currency.
The goal is to buy the item you started with, and to have something else besides that (one of the currencies and/or another item). Doing this means that you'll be able to generate those currencies and items boundlessly, so the system creates a Singularity.
Since the value of any particular item varies depending on the element of the dimension, this system basically mimics the original trading mechanic of the original game. I might have an actual trading mechanic in place as well, but it's less necessary as long as this one's in place.
Entering an Event Horizon
An Event Horizon is a special dimension type which is the same diamond-like pattern over and over, with a "Naked Singularity" in the middle. This diamond pattern (with the singularity in the middle) repeats out to infinity with no variation whatsoever. I might make copies of the player in the other diamonds in the right place -- that would be a cool graphical effect.
The Naked Singularity serves as a Crafting station for Soulshards, and when first interacted with you'll be able to receive an item known as an "Aleph Naught".
Aleph Naught
I'm not entirely sure how this set of mechanics works yet, but basically you use the Aleph Naught to "delete" progressively bigger and bigger things, starting out with mobs or individual resources and progressing up to structures, towns, or entire planes. Every time you delete something you get some amount of Soulshards (based on the magnitude of the thing you deleted), which you can bring back to the Naked Singularity to give you the ability to delete bigger and bigger things.
You can also trade in larger amounts of soulshards for Ourobori -- special accessories that remove limits such as a finite carrying capacity or the inability to fly.
Your overall goal is to collect enough to craft the Soul's Pivot, which ends the game. It might be 999,999 again, that fits in well with other mechanics.
Conclusion
I've cut out some of the unnecessary mechanics, renamed/re-lored some stuff, and integrated my latest set of changes in here.
Getting this system up is probably my next project -- other provinces won't necessarily be at 100% to start out, but I'll at least be able to get this last set of mechanics in. Hopefully I'll be able to figure out the Aleph Naught mechanics as I work on this project.
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Aleph Naught Notes
This is the last set of notes holding back my checklist for the early alpha 3.
Basic mechanics
Tier 1 (Resources)
Anything marked U here will always be the same value because there's only exactly one of that kind of thing. Otherwise you can get different amounts for different resources/mobs/etc.
Like other parts of this mechanic, it's really just a numbers game to find the best (and ideally least dangerous) sources of soulshards.
Tier 2 (terrain)
This tier is unlocked with 100 soulshards.
Tier 3 (deeper exploration)
This tier is unlocked with 1000 soulshards.
Tier 4 (structures)
Tier 4 is unlocked with 10,000 Soulshards.
Tier 5 (final stuff)
Tier 5 is unlocked with 100,000 soulshards. It has its own particular requiremenets. It's possible to circumvent this and grind your way to 999,999 with lower tiers, however.
Menu
The menu for the aleph naught is simple enough, it's just tier-separated buttons that let you pick things on screen where appropriate. For anything over Tier 2, you have to confirm your choice, unless you disable that option. There are tier-specific confirmation disabling controls.
Conclusion
This set of notes (plus the last few sets) should be enough to get the game all the way to early alpha 3.
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Alpha changes
Instead of heading towards full alpha immediately, my next set of changes after early alpha 3 will be heading towards "early alpha 4", which is at least the final step before alpha. The point of this is to split the systems improvements and game mechanic fleshing into two separate updates, because it's way too much work to reach a significant milestone otherwise.
Early alpha 3
That's really it. Should be done this week.
Early alpha 4
Early alpha 4 will be like early alpha 3, except with core game mechanics improvements:
Full alpha
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Trapping
This is one of the few systems I haven't written notes about. It might make its way into the alpha, since it's mostly only useful in the early game.
Basic Stuff
Trap crafting
Trap Placement
Overworld Menu
This feature definitely necessitates an Overworld Menu (which I need in general anyway). From here you'll be able to access the Trapping submenu, however this is also where you'll be able to place Gashroom Bombs or Fish, as well as probably other features.
Trapping Menu
From here you can place fish or animal traps. The menu will usefully tell you what kind of terrain you need for each type of trap, as well as the other requirements (certain pool colors for fish, bait preferences).
However, you can only see trapping information for animals you've caught or killed previously.
Bait
Bait in the Trapping system ties into the same "animal food" system which is used elsewhere:
Animal food preferences are universal to all three systems.
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Scrapping Planes Notes
I've decided to scrap the six planes. They're way, way too much work, my notes aren't even finished on them, their proposed features would fit in better in other parts of the game, and they don't even really add much gameplay.
Scrapping Planes will tighten up the game a lot and make it significantly easier to reach alpha (or just focus on adding more systems rather than more core mechanics). This does however require a lot of changes, which I'll cover here.
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Quantum Plane v2
This set of changes should improve the Quantum plane significantly -- it's both fairly boring and annoying right now and there's also really only one way to complete it. This set of changes will add a lot more options and should bring its overall length in line with that of the Entropic Plane (which is pretty fun to play through currently).
Basic Stuff
Void Pivots mechanic
Definitions
Definitions are procedurally generated and change every single time the world generation changes. They're a trickier version of the system you were learning in the entropic plane (and I guess also Camping/Trapping/Crops if you do any of those).
Exotic Matter
The exotic matter on screen gives you a variable amount of the actual exotic matter resource, which can have decimal places. It can be used to buy various things available on the Quantum Menu:
Exotic Matter > Upgrades
Exotic Matter > Buffs
Conclusion
This set of changes will drastically improve the Quantum Plane (which badly needs it) by recycling mechanics that would have been used elsewhere. It also adds some more to the "terrain configuration" mechanic, which I quite like in a game with an upredictable terrain generator.
This set of changes will be in the Alpha (as well as early alpha 4). I should update my notes there accordingly.
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Rethinking things Notes
Scrapping planes has altered quite a lot -- I'm rethinking my approach with what I want the alpha to be like and what I'd actually be doing when heading towards beta:
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Bases v1
After some long thought, I'm altering the way these work again to simplify things and make base building more rewarding. This is probably my next project since I'm getting pretty burned out on towns.
Pylons
Several different systems have been combined into a "Pylons" system. Pylons are base fixtures that have an area of effect -- the amount of pylons on screen determines the magnitude of that effect.
Since I'm removing Base Rooms, there will instead be a separate Pylons menu that shows useful things like cumulative pylon effects and the ability to move them around.
Pylons are crafted from Jewelry, which helps give them part of that horrible choice mechanic since jewelry is also the new home of Magic. Fortunately though the type of jewelry doesn't matter so you can kind of craft them out of whatever you have lying around.
Pylons do several things, depending on their type:
Pylons should look the same and be Red, Green and Blue so they're easier to distinguish and remember.
Base Inventory
I've given this one some thought too. I've tried to find a good compromise between the horrible disorganization/invenory management of chests systems and the better but less engaging system I had originally. My solution looks something like this:
Requiring base fixtures for storage access should make the game more engaging since you then have to deal with base fixture limits/pylons and/or build a bigger base. You also think more strategically about which items to keep, which to sell, etc.
Fixtures
Portals Changes
Menu Changes
Conclusion
This set of changes should streamline Bases more and basically finish the foundation all the way. I'm still not sure what all the actual fixtures will be; that's going to depend heavily on whether I implement the Work system or not. There should at least be more inside Bases now however, which was a problem for a while.
Again, this is probably my next project. Getting Bases to something like the full version will improve the game a lot.
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Bases v1 Notes v4
Trying to simplify this set of systems even further and streamline its progression.
Initial building
Your first step is crafting the Atomizer Bypass. This will open up an Atomizer menu where you can use Aether for various things. Your first time interacting with the menu you'll see a message about how to Atomize stuff in your inventory and why.
You'll also have the ability to place down solids/floors to create your first base room. This section will tell you a bit about good ways to do that without explicitly holding your hand.
Creating the actual base doesn't change -- it still requires using the terrain around you creatively. The cost might go down a bit though; it's a little bit too hard to build a base right now.
Research
Everything in Base building is reliant on Research, which comes from unlocking various features through the Research Station fixture.
When you first build a base, you'll be prompted to place a research station, which costs wood and stone.
Research Stations have two menus -- one that allows you to unlock features or fixtures with Aether (they're separated a bit), and one that allows you to unlock "Packages" by Researching them.
You can only research one package at a time, and they take a certain amount of turns to finish. You do however get to pick which ones you want -- there are a lot of optional features.
Starting Features
The following features will be available for unlock for 10 aether apiece (which is basically free):
Other Research Packages
Base Inventory
Bases allow you to store a lot more items than your inventory can hold and also allow you to access these items anywhere in your base. Bases can be quite spread out, or even cross into other dimensions due to the portals system, so this system prevents the need for specialized chests, etc.
Your base inventory is also finite, however it can be upgraded by placing Red Pylons, which will upgrade your base storage capacity across the board.
Once the feature is unlocked, your base inventory can be accessed through a special tab in your Inventory menu. You can also click a "Transfer: ON/OFF" button to transfer items between both inventories. While in a base you also can't Drop items (since that doesn't really make sense).
Aether Menu
This is a big change.
Once you unlock the Atomizer Bypass, instead of unlocking the Build menu you'll unlock the Atomizer menu. This menu has various submenus that correspond to different aether-based features that you need to unlock at an Atomizer Upgrader fixture.
The first menu you'll get will allow you to build and change the world.
The first upgrade you'll get will be the Portals Menu -- starting out this will just allow you to warp either to the nearest town or to your base. Later upgrades will let you place Windows, Attractors and Tangles.
Conclusion
Hopefully this set of changes will streamline this system further -- you now have to go through the research station for everything, which keeps optional features isolated and gets you used to doing reseach.
This set of notes is still somewhat unorganized -- I think making a checklist to sort these features out in the code will help a lot to get them where I want them.
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(Needs Merge)
Magic v1 / Jewelry
I've simplified the magic system a lot, tightening its mechanics down and making it more available in the early game if you're smart.
Jewelry
Jewelry is crafted with Starshards, some kind of base (fiber, hide, metal) and rare ingredients (bones, bark, precious metal, beans, etc). There are a lot of possibilities here, however depending on how the magical attacks system goes the choices may be semi-handcrafted and seed-specific so all possibilities are available.
I haven't fully explored the Magic attacks system yet, but you'll be able to do kind of a lot -- like attacks that bounce between enemies, attacks that stun or slow all enemies, etc.
Additionally, Jewelry is used to make Pylons in Bases, which are fairly essential there.
Crystals
Crystals are used for other types of magic, which overlaps with the Potions system but also has a lot of other specific effects. The magic you get from any particular overworld crystal or by crafting Starshards is random, meaning you'll probably have a lot of useless crystals lying around. Fortunately, they have multiple uses, being high in Aether value, trade value and can be used to upgrade whatever magic you find actually useful.
I haven't worked on the actual magic system yet (because it ties into everything) but will at some point before alpha since every other system will be in place for the most part.
Like other kinds of magic, Jewelry will start out with some set of finicky problems (such as only working on enemies with less than 15 health). These issues can be upgraded away, as can things such as the range or magnitude of the effect.
Altars
Altars have several functions:
The best way to use an Altar is to go to the lower level of a cave where they spawn. This is probably more of a mid-game thing though. You might also want to blow them up for Quartzshards instead.
Altars can be accessed in several shops, however they're expensive to use.
Altars can also be made in your base, however the base fixture requires both Quartzshards and Starshards so can be somewhat expensive.
Wands and Scrolls
Crystallizer
The Crystallizer fixture in Magic shops (currently not implemented) will let you make magic spells, but it costs an exorbitant amount of money. This is actually well-supported by the lore -- magicians aren't dicks, they're actually turning the money itself into physical magic.
Potions Changes
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Armor v1
Instead of a leveling system, Shatterloop has several systems that allow you to gain upgrades through items rather than experience. I feel like this is a better direction to take the game in since you're going to be dealing with items A LOT, and also since there are a lot of gameplay mechanics that allow you to gain decent amounts of them easily. It also helps that doing things that would otherwise reward you with experience (like kill enemies) already rewards you with items.
Armor is one of these systems. Unlike in other games, the Armor system is very piecemeal -- you'll find yourself adding components to it over time with small upgrades rather than trying to craft complete sets with larger improvements. This mechanic does basically the same thing, but gives you more flexibility, which is important since every item has multiple uses.
Armor Crafting
Armor pieces have two components:
To simplify things, there's one universal recipe that covers both of these components (the first ingredient is just "Cloth", which has several ways to make it).
Damage Update
Part of this update is that the game is made harder, with more things damaging you that you then need more armor for:
You should get messages for all of this stuff -- I'm probably going to create a general "messages" area around where the manaflute is that everything then ties into (with some logging). The current messages system is all over the place. Messages shouldn't repeat -- if you get damaged by the void sea you'll get a message to that effect but as you continue exploring the void sea and taking damage you won't get new messages. You will again after some other message gets in there though.
Actual Armor
This system will probably take on some modifications as I go. I've tried to keep it simple while still hitting various gameplay goals. Game balancing will definitely happen between alpha and beta.
Armor Effects
Each piece of armor has exactly one effect (based on the plating) along with a magnitude (based on the cloth). The actual effects depend on the materials used, like with other systems. Special Materials systems like Alloys and the Work system should improve the number of materials available, although that's already pretty true due to water resources and a lot of materials variety.
Equipping Armor
Armor has no limit to the number of pieces you can equip, and any piece that's equipped doesn't contribute to inventory limits. They're more like stat upgrades that use items rather than pieces of equipment. You're definitely limited by the amount of materials you have, however the game is very geared towards amassing large quantities of items (especially when you get into Base Automation) so this is really only a problem early in the game.
Armor pieces also can't be unequipped -- rather than seeing all the armor you have equipped, you'll just see your cumulative bonuses/perks and the number of "pieces" you have equipped. You'll also see a "composition" which is basically the ratios of different materials used in the plating of your armor (wood/hide/bone/etc).
Armor Breaking
When you take damage, there's a chance that your armor will degrade somewhat. What this means is:
Armor can be repaired by paying the percentage of the number of pieces you have (say, 5% of 100 pieces, so 20 pieces) of whatever your primary composition is (if your armor is mostly bone for example, you can pay 20 pieces of bone to repair it).
Armor can also be repaired at an Armorer for money.
The chance of your armor degrading goes down as you collect more pieces. So starting out you're going to have armor degrading a lot, but as your armor gets more and more pieces attached to it it'll be less and less likely for it to degrade. The bonuses here are nice round numbers so you have some kind of goal to strive for and/or maybe just collect armor pieces before equipping them all at once.
Backpacks
I've altered the inventory system somewhat. It no longer uses Weight, but it isn't strictly quantity-based either -- should be a lot easier to pick up while still tying into core gameplay elements.
Starting out, you have a limited number of items you can carry in each category. This amount is indicated in your inventory for that category.
If you overload a category, it'll turn red in the inventory and you won't be able to move until you deal with it -- by dropping or atomizing it.
To get around that you can craft Backpacks which are made from Twine and Flexible Material (a special material that can be crafted from a large variety of items, though not all of them like armor plating). Backpacks will increase your limit in some category (depending on the flexible material) by some magnitude (depending on the twine). This is all fairly random, so exploring materials / buying items / using materials-altering systems is essential to get more options.
Like Armor, you can equip as many Backpacks as you want. Equipped backpacks don't contribute to your backpack inventory limit. Unlike armor, backpacks don't degrade. (They could but I think having that limit would worsen gameplay).
Misc changes
Conclusion
This set of changes should make the game a lot more engaging and tie these systems back in to the large amount of item management done in the game.
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Food Notes
This system should simplify the previous food systems a LOT, while still allowing for more procedurally-generated puzzles to figure out if you want to fully exploit the game.
Hunger stats
Your satiety is indicated as some number between 0-100. Every turn your satiety goes down a point. I might alter these numbers to make it less annoying -- shatterloop isn't meant to be a brutal survival game. Various systems (armor, potions) should modify the numbers here as well.
Your satiety can go over 100, however you can't eat when it's at 90 or more. Overloading around 90 makes a certain amount of sense -- hopefully that's low enough to not force players to do annoying things to achieve maximum satiety.
Eating is done through the Eat/Drink menu, which is also where Potions can be consumed.
If your satiety goes to 0, you'll lose 10% of your maximum health and mana every turn until you reach 10% or less. Not eating therefore won't kill you but it will make it a lot easier to die. You'll get a warning when your satiety drops below 10 and a bigger warning when it reaches 0. These warnings are just a reddening/enlarging of your stat, so visible but not annoying.
Food Types
Plants
Animals
Each animal or fish will give exactly one type of meat. If it's an animal
it'll give either Breast, Leg or Liver; while fish will give either Fillet, Fin or Marrow.
Food Properties
Food Class System
#/plant products | #/animal products | Name | Description | Satiety Range | Poison Likelihood | Chance of being medicinal | Chance of medicinal effects when eaten | Medicinal Magnitude |
---|---|---|---|---|---|---|---|---|
2 | 1 | Poison | low satiety and usually poisonous | 5-20 | 90% | 5% | 50% | 60-90% |
2 | 1 | High-satiety | high satiety but never medicinal | 40-90 | 10% | 0% | - | - |
2 | 1 | Medicinal | low satiety but usually medicinal | 5-20 | 10% | 90% | 60-90% | 10-80% |
This chart is really only for my use, given how technical it is. You can skip it and read the next section, which is more what the player would actually see in-game.
For each dimension, each plant class (nut, leaves, sap, tubers, beans, fruits) and each animal class ( breast/fillet, leg/fin, liver/marrow) is assigned one of those "food classes", with a 1/3 split between all plant products and also all animal products.
Individual products within that class will then get random values of whatever those properties are.
Different dimensions have different food classes, so if you've determined that fillets are poisonous that won't necessarily be true in Dimension ♎︎♒︎♌︎.
Note how the poisonous class has a high medical magnitude -- this means that you either have to find rare materials that aren't poisonous or you have to exploit the Spices system to improve the food.
Restorative food overlaps with restorative potion effects, however food is a lot easier to come by consistently. Food is therefore probably a better way to heal outside of camping, unless you're lucky and have restorative magic.
What food classes would actually look like to a player
These are random picks, in-game they might be assigned to different item categories.
Food | Item type | Food Class |
---|---|---|
Nuts | Plant | High-satiety |
Leaves | Plant | Poison |
Sap | Plant | Medicinal |
Tubers | Plant | Medicinal |
Beans | Plant | High-satiety |
Fruits | Plant | Poison |
Breast | Animal | Medicinal |
Leg | Animal | Poison |
Liver | Animal | High-satiety |
Fillet | Fish | Poison |
Fin | Fish | High-satiety |
Marrow | Fish | Medicinal |
From this chart you know that Fish Fillets are poisonous, however the actual properties there are:
Satiety Range | 5-20 |
---|---|
Poison Likelihood | 90% |
Chance of being medicinal | 5% |
Chance of medicinal effects when eaten | 50% |
Medicinal Magnitude | 60-90% |
So you're likely to get something like this:
Name | Whitefin Fillet |
---|---|
Satiety | 13 |
Poison | Yes |
Is medicinal? | No |
However, it's also possible (though rare -- only a 5% chance) to get one of these:
Name | Lamprey Fillet |
---|---|
Satiety | 7 |
Poison | Yes |
Is medicinal? | Yes |
Chance of medicinal effects when eaten | 50% |
Medicinal Magnitude | 90% |
Since poison effects override medicinal effects, you'd need to find a way to get around the poison in order to have a really potent food item. That's where the next system comes in.
It's also possible to have fillets that aren't poisonous, though that's also rare (a 10% chance). Having both at the same time is a 0.5% chance so unless you're really lucky you're probably not going to find one of those.
Spices
Spices can be added to food to decrease unfavorable properties and increase favorable properties. Each food item can have exactly one spice attached to it, which will randomly affect some property for some magnitude. These properties can overshoot the limits placed by the food system, so for example medical magnitude can be increased fully to 100%.
On your Camping screen, you'll get the option to Spice Food. This will allow you to do this to unspiced food and will also tell you what different spices in your inventory do. Another filter will show you what all the spices do independent of whether they're in your inventory or not. You have to actually spice food in order to see those properties, although you could just use an Analyzer.
Spices and Potion Ingredients are the same thing. So you can use Shortpig Heart to spice Dartmouth Fin, for example.
This subsystem should add a bit more complexity and engagement to the Food system without taking away from its inherent simplicity. It also adds more use to potion ingredients.
Food system learning
Conclusion
This draft should be a lot easier to work with, while still allowing for more interesting optional gameplay.
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Consumable stats
This has changed a bit. Will probably change more over time. There are probably too many of these, but they do all serve different functions.
Changes to Quartz
Calling it "Quartz" rather than "Quartzshards" would simplify things a bit, however I feel like that would overlap too much with Crystals, and there are also good lore explanations for what Quartz actually is and why you're getting shards from cave fixtures. Same deal with Stars and Starshards.
Random changes
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New Middle Game Progression
I finally figured this puzzle out -- how to use the assets and mechanics I've already made without having them in annoying or immersion-breaking places. Additionally, the changes here give a lot of possibility for the game's story, which helps drive the game progression forwards.
More parts of the story are told as you complete each step in turn, and the game progression also unlocks additional game mechanics as you go, which deepen the optional gameplay. Ideally you get distracted and forget the main story.
Crafting the Byzantine Womb
Finding Asher
The Manaflute
With an aleph tetrashard, a beth tetradshard, a gimel tetradshard and the byzantine womb you're able to craft a Manaflute.
The point of the changes made here
Despite all these changes:
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Agriculture v1 Notes [ deprecated -- still useful as a reference ]
This is my next goal, though it does first require a lot of Base stuff to be in place. Maybe not all of it, but I might as well finish up Bases if I'm going that route.
I'm going to go ahead and shoot for the v1 of this feature since it would be easier to build out the property webs now rather than later.
While I already have notes made, there are some things I needed to modify due to systems changes and there are also a few mechanics I've simplified or improved from a Game Balance angle.
Intro
Basic Stuff
All three of these have a chance of success, much like with potion ingredients. The chance is indicated like it is there.
All three of these are also added to the "Embryos" category.
Agriculture I: Crops
Agricultural Station / Agricultural Fixtures
Placing an Agricultural Station in a room marks that room as being for farms and only farms. Nothing besides agricultural stuff and pylons can be placed in one of these rooms.
Additionally, an Agricultural Station can't even be placed in a room unless it has no other fixture in it (other than Pylons).
Placing an Agricultural Station will alter your fixture menu in that room so that you can place the following:
Agricultural Stations also let you manage various things related to the Crops growing in that room (including mass-harvesting them).
Aquariums, Terrariums, Paludariums and Genetic Stations are their own thing, so you do have to interact with those individually.
Actual Crops System
Once you've placed the Agricultural Station in a room (assuming it's valid), your room menu will update a bit to indicate that it's an agricultural room. You'll also have different fixtures you can place (in addition to Pylons). You'll get this set of changes every time you enter this room again, and lose it when you go elsewhere in the base.
Once you've placed an Agricultural Station, your first step is picking the plants you want to place there. By interacting with the Agricultural Station, you can pick the seeds in your inventory or base inventory that you want to plant in that room. This will then open a "Plant" menu on the left which shows you the terrain patterns they require, as well as how many of each type of seed you have.
You can then place the terrain accordingly by using the right menu. I haven't quite figured out the right combinations here yet, but it'll involve some combination of Empty soil, Water, Solids, Trellis, and/or Filled Soil. I'll probably do the terrain patterns update all at once since the systems are all similar.
When you're ready to start actually planting, you walk up to empty Soil and touch it to open up a menu that lets you plant crops -- this system will automatically check its surrounding terrain and only let you plant the crops that have a valid arrangement. Seeds which are planted will add a symbol to that tile on the screen, so you'll know a plant is planted there. The symbol's background color will match whatever color the seed's item color is. The symbol should match the type of plant -- grass, shrub or tree.
You can interact with an individual Soil tile again to change what's growing there.
Harvesting Crops
While you do have to Harvest automatically (at least until you get some Automation going later in the game), you don't have to touch filled soil tiles individually to harvest. Instead, you harvest your crops through your Agricultural Station fixture.
Once you have some Crops planted in a room, this fixture will automatically aggregate all the different species (and subspecies) growing there, telling you how long each one has until harvest or letting you harvest them if they're ready. You also have a convenient "Harvest All" button which will harvest everything in the room that's ready for harvesting. This button also indicates how many different things would be harvested by this action, or all of them if they're all harvestable.
When Crops are harvested, their raw materials are added to your Base Inventory, along with whatever excess seeds they produce. One seed will automatically be extracted and replanted for another round of Agriculture.
Altering Terrain
Once Soil is Filled, the terrain around it can't be changed. While you can continue to add new terrain up to your terrain limit, you can't alter the patterns you've already made. To get around this, you have to remove Seeds from their plots individually to "unlock" the surrounding terrain. This can be somewhat complicated if more than one crop is sharing terrain however. So sometimes it makes more sense to just remove all seeds and unlock everything. The Agricultural Station has an option for this. For smaller changes you'll probably have to adjust crops manually one at a time. There might be a better system here, but that's something that I'll figure out during UX work.
Agriculture II: Vivariums
The next component of the Agricultural system are containment units that allow you to breed other things, producing other types of products. They don't require specific surrounding terrain, but they do have their own internal systems.
Instead of requiring direct action to play the systems, Vivariums are more about management. Unlike Crops, they require some type of item at every breeding cycle, so handling your resource flow is important.
Aquariums
These fixtures allow you to breed Fish. These fixtures can be placed anywhere -- they don't have terrain requirements.
Terrariums
These function essentially the same as Aquariums, except instead of breeding fish using fish eggs, you're breeding animals using animal eggs.
Paludariums
Paludariums allow you to turn Bait, Gashrooms or Quantum Mushrooms into more of themselves over time, by using the Fertilizer item produced by Aquariums/Terrariums.
The system here is a lot simpler because the complexity of it has to do with the underlying Crops/Agricultural systems. Paludariums can therefore be thought more as a perk of Agriculture rather than a separate system. I've also heavily simplified the Bait system in my Fishing v2 Notes, so there's no point in breeding them for specific tasks.
When you first place a Paludarium, you then have to interact with it to put a Bait, Gashroom or Quantum Mushroom inside. You can then turn Breeding ON or OFF (It's OFF by default).
If Breeding is ON, the Paludarium will absorb one Fertilizer from your Base Inventory every 10 turns (or whatever fixed time constraint I decide on) and produce one clone of that item, which goes into your Base inventory. This system can't be upgraded in any way, however you can upgrade your output by building more Paludariums.
This system is probably the most likely to change as I work on it -- not in the sense of allowing individual upgrades, but in the sense of having better control or knowledge of your bait/mushroom farms.
Agriculture III: Breeding
The next set of systems make Agriculture more interesting in the long-term, but aren't required for the basic loops seen above. As such, they're all locked away behind a Breeding package that you have to research. With Breeding, you can improve the Crops speed further and further as well as its yield or the quality of the materials you extract. Get even further and you can gain raw materials that you couldn't ordinarily gain through the Agricultural system, which means that every single material type in the game is potentially renewable. Some are more difficult than others.
Conclusion
This is my next project, after I get Bases more situated. It's something I've wanted in a game for a long long while, so I'm going to just go ahead and include it in the alpha. It does however heavily influence the game in other useful ways, so it's not just a nonessential tack-on. Agriculture is an excellent way to get materials with minimal work, and with Automation, are an excellent way to gain Wealth. Each component also has its own procedurally-generated puzzle elements, which make the game more engaging.
Some of these systems will probably get simplified as I work on them -- there's still room for improvements. I do at least have enough now to actually build these out, which I'll be doing soon (I'm trying to get my Systems notes fleshed out first).
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Misc Changes
This set of changes helps encourage exploration and balances the game a bit so more annoying terrain is more rewarding. It also gets you to start thinking about terrain patterns, which is useful in a lot of areas in the game now. Additionally, it adds more uses to Scout animals.
Insects changes and Bait
Given the amount of miscellaneous changes that are stacking up, I'm probably going to take a break from the Notes posts and start trying to get these smaller changes in.
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Fishing v1 Notes
Remaking this because a lot has changed to fit in better with the game theme. A lot of things are heavily simplified, while others have additional (but optional) mechanics. That seems to be the best direction to take this game in.
Basic Stuff
Fishing is a system that lets you catch Fish and Crates in the pools of water that are seen frequently throughout the world. Fish are useful reservoirs of materials, and required for game progression (though there's other ways to get them), while Crates are grab-bags of various materials, which are sometimes useless and sometimes not (like Furniture or Wholesaler bags).
Fishing in places other than the surface may be a bit different (such as Caves or the water dimension). Haven't quite figured this one out yet.
Instead of having multiple types of fishing rod, a Fishing Rod is a key item -- once crafted it takes up no space and allows for fishing.
There are several item types associated with the fishing engine:
Fishing Menu
The fishing menu has three sections to it:
All three parts of the menu gain progressively more information over time, to maintain UI simplicity, depending on what your various attachments are actually doing and/or what you've actually discovered about the pool you're fishing in.
Pools
Pools are just connected water tiles between 9-255 consecutive tiles. In the starting dimension, there are five pool colors in all (green, blue, cyan, gray, brown) which corresponds with different types of fish that you can find -- for example the fish Dartmouth may only be able to be found in Brown pools, or it might be only be able to found in Brown or Gray pools. Exploration of all pool types is therefore necessary to find all of a dimension's fish.
For the fish that can be found in a specific pool, they're weighted differently depending on the pool -- like if Blue Pools have Dartmouths, Sharkfins and Albacore, one pool might have Sharkfins more likely to appear on your fishing hook, while another might weight Dartmouths and Albacore the most, etc.
Pools have a limited amount of fish in them. This means that you have to (usually) keep looking for new pools to fish in. It also means that if you overfish a pond you can eventually catch every single fish because the weights become irrelevant when those fish are no longer in the pool.
Overfishing means you can no longer fish in that pool. I have some ideas for post-overfishing content, but that's probably leaning too much towards added complexity.
For the sake of technical sanity, pools larger than the magic sel function (255 tiles I think) are region-based (large squares of tiles with mathematical precision and arbitrary cutoff points).
Fishing Pool Sizes
There are three types of pools, depending on the number of consecutive tiles that form them:
Name | Min | Max | Description |
---|---|---|---|
Small | 9 | 20 | These will have a "Fish for Crates" option. |
Normal | 21 | 254 | Most pools are like this. |
Large | 255+ | 255+ | These will have a "Rare/Monster Fish" option. |
If the pool is small enough, you'll be able to fish for crates; whereas if the pool is very large you can fish for rare and/or monster fish. These options appear as checkboxes in the fishing interaction menu, assuming you have the right fishing module.
Fishing Modules & Upgrades
Instead of having different fishing rods (depending on the material used to craft them), I've moved towards more of a "fishing modules/upgrades" system similar to the armor system. This system simplifies the system a lot and improves it (since there's currently no way to improve fishing rods) while also tying back into the core gameplay of using materials to craft upgrades.
The Fishing Modules/Upgrades system functions very similarly to the Armor system, except that it's more incremental -- you need to progress through the game to get better upgrades (such as the ability to catch monster fish).
Fishing Modules add new optional features to the fishing engine (a bit like Research Stations), while Fishing Upgrades improve the mechanics somehow. Fishing Upgrades can be attached up to whatever the hard maximum is, giving you ridiculous endgame stuff like fishing rods that can fish an entire pool at once without using any bait. Takes a lot of materials to get there though.
Both Fishing Modules and Fishing Upgrades should be items so you can find them as loot or in shops/etc, however the way those items are crafted is a bit different:
Fishing Modules
Fishing Upgrades
Some Upgrades require modules to first be unlocked -- these are indicated in the list below.
Fishing Lures
So for example you might have a "Striped Skin Attractor" lure. This would make fish with striped skin more likely to be hooked. Several lures can be used together which can influence the weights of fish in complicated ways.
Mode Changes
At the top of the Fishing Interaction menu, you'll see checkboxes for Crate, Rare, and/or Monster fishing, provided those modules are unlocked and the right conditions are met. Below I'll list out the differences with those modes:
Rare/Monster Fish
Rare and Monster Fish require you to use Fish or Rare Fish as bait respectively, which means you *probably* have to do a lot of fishing in general to be able to even have one of those on your fishing line.
Additionally, Rare and Monster fish are harder to catch in the beginning. This can be upgraded with Fishing Upgrades, however those upgrades require difficult-to-obtain materials.
Rare Fish are always extractable for a Potion Ingredient, with a 100% chance of getting it (Should be more than one or some other bonus for balance reasons). Monster fish, meanwhile, are always extractable for a magic ingredient. Since both of those are in use in several systems, fishing for rare or monster fish can be quite helpful. Assuming I get the infrastructure in place (it'll be explored in the Crops update for sure), extracted materials from rare or monster fish will have better intrinsics.
Different rare and monster fish can be found in the five pool colors -- each one has two rare fish and one monster fish.
Additionally, rare and monster fish have a low stock in each pool -- monster fish will only ever have a stock of 1 for example. Rare fish might be 2 per type or something equally lower than normal (depending on what normal fish stocks look like). This might be an issue given the requirements to catch monster fish -- maybe rare fish are always available?
Crates
Crates are sort of like furniture that you can get through fishing. They can contain a variety of loot, which is sometimes random junk but sometimes useful. When fishing for Crates, you consume Hooks regardless of whether you catch the Crate or not.
Crates have some semi-handcrafted procedural generation happening -- like fish, each pool color will contain only a certain amount of potential crates, which are a color and a type (such as chest, box, etc). This set of data (and the loot types) is generated by the province, so you'll find different types of crates in different provinces. However, what these crates actually do won't change -- a "Red Box" will always have the same distribution of items regardless of which province you're in. This will definitely be different from seed to seed however.
Pools have a limited amount of crates per pool -- once you've fished that amount out you can't catch anymore crates there, and in fact the option should gray out or something to help indicate that.
Crates have a pretty low base chance of catching them (10% at the moment). To upgrade this, you can craft Snares, which will target a color or a type and make that type of crate easier to catch. Snares function similarly to Lures -- you can have multiple Snares attached at the same time. The difference is that Snares only impact how likely you are to catch that Crate, not how often it'll appear (they're all weighted the same).
Conclusion
Some of the stuff here will probably change again as I work on it.
I'm getting a bit burned out (and unproductive) by the large amount of notes, so I'm probably going to switch back to coding this stuff out.
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Base Coloring System
Build Menu
Improve Palette
Improve Palette: Modes
If you go over 5 with either of those, the last option will switch to what you pick.
Having multiple palettes makes a certain amount of sense, but that might be too complicated unless I can rework the UI. Making it a research package makes the most sense.
Edit Color
In this menu you'll see the color at the top and a color preview below it.
* Dying shifts the color in that "direction" -- so for blue for example, it will move the color more towards whatever that "ideal blue" is (probably #0000ff). Each step counts as 20% of a shift and consumes one of that dye, so you can have up to 5 per dying category. You can get more precise shifts by doing it again with the new color or combining the new color and the old. Anything you do here will affect the color preview.
Combining Colors
Once you have two colors selected, you'll enter into the "Combining" menu.
The two colors will appear at the top, and a preview will appear below them.
Below that you'll have 8 buttons, which are 10%-90% shifts in multiples of 10%. These do what you'd expect to the preview.
Below that you'll have a confirm button named "Add to Palette" or something -- this will add the new color to a new "Added" section above. You can add more if you want, or return to the previous menu. Adding a new color to the palette in this way costs 10 Aether.
Filters
You have four filters.
Dyes
Dying Base Fixtures
Conclusion
This system will improve the existing base colors system a lot and give you other custom colors to work with. It ties back into the main game as well, since you're using materials and/or aether (which requires materials) to actually adjust those colors.
I'll probably be working on this next, since it ties into Bases v1 (which is my next project anyway).
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I'm going to be working on combining my two bases v1 posts, as that's probably my next project (smaller tasks are nice to have, but I'm in project mode). A couple notes for that:
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Bases v1 Notes
Compiling all three posts here. As this is an upgrade rather than a new system, the notes are designed around showing changes to the existing systems.
Basic Stuff
Bases have three main points to them that tie them into the game:
Multiple Bases
It's not ideal, but you can have multiple bases. Until you get your Portals gun upgraded, this is probably how you'll be making outposts, especially in planes/caves/etc.
Once you place attractor/tangle pairs between two bases, the outpost merges its inventory with the original Base and basically cedes everything to it.
Base Inventory
Unlike in other games, you have one global Base Inventory which is available from anywhere in the base. Bases in Shatterloop are also somewhat unique since they can occupy multiple locations or dimensions. As a result of all this, you have a great inventory storage solution that's readily available wherever you have outposts.
While the Base Inventory itself is infinite, storage/retrieval is finite and based on fixtures that you place down. These limits can be upgraded with something known as a Red Pylon.
Storage Monitor
This fixture lets you see everything in your base inventory (separated by category). You can also atomize stuff, which goes to your personal Aether.
While you can at least see your base with this fixture, you can't move anything to your personal inventory.
Crystechs
Crystechs are a special fixture that lets you add things to or remove things from your base inventory. Starting out you have access to one known as a "Universal Crystech" -- each one will give you a Charge of 10.
The way the crystech system works is, adding an item to your base inventory will add a charge to the crystech. Removing an item will remove a charge to the crystech. These values max out at -10 and +10 due to 10 being the Charge property. As a result, each Crystech will let you store or retrieve 10 items at a time. If you max out one particular way, you can swing the balance back the other way or just add more Crystech fixtures.
Since 10 is quite low (and crystechs each require materials to build), there are a couple ways of improving your storage/retrieval capabilities:
As a result of this, you are still kind of doing inventory management:
You aren't actually managing your inventory though; bases give you infinite storage capacity and it's available everywhere so you don't have to remember *where* you stored any particular item. This is something that bugs me a lot about games with inventory management. Additionally, a lot of base systems access the base inventory directly -- this keeps you from having to move items around manually, which takes up a lot of unnecessary time in these kinds of games.
Having the specialized system makes bases more useful -- one of the goals with Bases v1 is for there to be a wider variety of fixtures available so base rooms don't all look exactly the same. Specialized storage/retrieval fixtures helps a lot with this, while also adding additional simple mechanics for the player to play around with.
Research Station
The second point of Bases is Research -- this unlocks various fixtures useful for bases, but also unlocks other optional systems or things useful for game progression.
Given the very large amount of research available, I'm going to create a separate object for it so that the game progression one exists solely for actual game progression. This new object also needs to have several categories -- one for research stations, but one for fishing and another for the bow.
To get started, place down a Research Station. This fixture and Labs are always available from the fixtures menu. To interact with it, touch it. Research stations have three tabs:
They will open the Packages menu by default.
To simplify these menus if you have a particular task in mind, you can place down a Lab -- this fixture can be set to some type of package (which is reflected in its base appearance), and it will aggregate fixture and feature research in that category but show nothing else. This is helpful for more in-depth research projects so you're not messing around with extraneous menus.
You can do research from within a Lab, and Labs can alter the package assigned to them at any time for free.
Researching Packages, Fixtures or Features costs Aether, with Packages requiring the most by far. Some Fixtures or Features can also require some kind of material, though they don't require much of it -- this ensures that you've gotten far enough into the game for it to be useful.
Packages, Fixtures and Features can also require you to unlock other Packages/Fixtures/Features first -- these are at least on your menu and you will be able to see what you need to unlock first.
Essential Packages
When you first interact with your Research station, you'll have two packages at the top which are heavily indicated as important. You don't have to unlock them first, but they're essential to core game progression, so they're indicated differently:
These also give you other sets of optional unlocks in the Fixtures and Features menu -- for example Attractor/Tangle/Repulsor modes for Portals.
Essential packages cost less aether than other packages. Once unlocked, the "very important" menu will disappear and you'll just have a list of packages which are sorted by whatever order I decide to prioritize them in.
Fixtures
The third point of Bases are Fixtures, which do various specialized tasks that usually involve materials or other items.
Once you first build a base, or whenever you enter it, you'll get a Base tab in your menu area. This menu has two tabs, Pylons and Fixtures. The Fixtures menu will be covered in this section, while Pylons are basically upgrades and will be covered in the next section. Leaving the base will remove the Base tab.
The Fixtures subtab in the Bases tab has three areas:
The recipes are procedurally-generated and require specific materials depending on the dimension you're in (v0 of this will probably be really generic and require wood exclusively or something). See the "procedural generation" section near the bottom of this post.
Since fixtures are just items, they can also be found as loot or bought from shops/etc.
Pylons
Pylons are a special type of fixture that have a range of effect -- anytime they're on the screen things work differently based on how many are on screen. So positioning them among the various rooms of your base (or creating long thin rooms or w/e) is an important aspect of managing your Base.
There are three kinds of Pylons:
# / Green Pylons | Aether Cost |
---|---|
0 | 100 |
1 | 66 |
2 | 44 |
3 | 29 |
4 | 19 |
# / Red Pylons | Universal Crystech | Specialized Crystech |
---|---|---|
0 | 10 | 30 |
1 | 15 | 45 |
2 | 23 | 68 |
3 | 35 | 102 |
4 | 53 | 153 |
# / Blue Pylons | Factor | # / Fixtures in 50-tile room |
---|---|---|
0 | 0.22 | 11 |
1 | 0.28 | 14 |
2 | 0.34 | 17 |
3 | 0.43 | 22 |
4 | 0.54 | 27 |
All of these numbers are subject to change for balance reasons -- I've got to start somewhere though.
Pylons are crafted with Jewelry, with the recipe being identical for all three types. They're a good way of getting rid of jewelry you don't want if you don't want to use them to upgrade other jewelry. They can also be found as loot.
Pylons are placed in the Pylons menu of the Base tab -- this will let you place any Pylon in your personal inventory or Base inventory.
Atomizer Update
The bases v1 system alters your menus a bit:
Portals changes
Procedurally Generated Recipes System
This system will exist alongside the normal crafting recipes -- it applies exclusively to Fixtures as well as Modules for things like the Fishing Rod or Bow. Potentially Researched Features as well, depending on what that system looks like.
What this system does is it generates recipes for different optional features based on the materials that are potentially possible to find/extract/etc in whichever province you're in. These recipes call for specific materials.
There are several points to this system:
A couple notes for this:
Automation
Once you have Myriads in your possession, you can create Automation in your base. This is a very customizable (but heavily simplified) system that lets you automate various things so you're not doing all the work yourself.
I'm still working out all the details, but here are my notes so far:
There are a couple points to this feature:
Conclusion
This post lays out everything I mentioned previously in my other posts, simplifies a bunch of things, and even allows for some features I've been thinking about for a while.
This is my next project. Since I don't currently have a large project, this means next-next -- will probably start working on it tomorrow.
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More Misc changes
Menu changes
A general set of changes to simplify the left and right menus.
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Misc Large Updates
These are some general updates to integrate the game closer together. They'll require checklists (small, thankfully) and some game rerouting. The overall goal here is to play to the game's current strengths rather than half-finished features that are also impractical for other reasons.
This change obviously improves the game, but it also gives NPCs more of a use. It would be cool to also be able to bring NPCs back to your base -- I might want to look into that, though it violates the feature freeze so I need to find a way to to do it very easily (envoiden them and turn them into a base fixture? idk). Probably a fixture that isn't a person but interacts with them (like the trading node) makes the most sense.
Conclusion
There are a lot of changes here that will require a lot of development time. However, they seem to be about simplification and integration so they really don't break the feature freeze. Nonetheless it did seem pretty necessary to simplify/scrap some other features to compensate.
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Food Draft 6 (I counted)
This draft of Food is significantly simpler than even the last draft (which was already simple). The point of this update is to revamp it in such a way that it doesn't introduce any mechanics of its own and is instead just something to keep an eye on. I did bring the Stews component back to increase immersion, but have heavily gutted it.
Hunger Stats
Your hunger is represented as a percentage from 0-100%. Every turn your hunger goes up a point (actual numbers subject to change). Your hunger can go negative, however you can't eat while it's negative.
Eating is done through the Eat/Drink menu, which is also where Potions can be consumed.
If your hunger reaches 80% or more you'll get a warning that you're hungry. You'll get an even bigger warning when it reaches 100% -- these warnings are a reddening/enlarging of your hunger stat, so visible but not annoying.
If your hunger reaches 100%, you'll lose 10% of your maximum health and mana per turn until you reach 10% or less. Not eating therefore won't kill you but it will make it a lot easier to die.
Food Types
Food Properties
These properties are both completely random and don't necessarily follow logic. Better foods are rarer, however.
Food Combinations
You can combine as many foods as you want to together into a food recipe -- this is something that has a custom name that you give it. Combining together N ingredients will give you N of that recipe, so for example combining "Shortpig ribs" and "Brinewood sap" into a recipe called "Honey-roasted ribs" will give you 2 honey-roasted ribs.
Food recipes have properties that are an average of the two foods, plus a random extra amount bases on the particular ingredients you used. So for example:
Fullness | Satiety | |
---|---|---|
Shortpig ribs | 50 | 5 |
Brinewood Sap | 10 | 35 |
Honey-roasted Ribs | 55 (30+25) | 82 (20+62) |
In this case, the average of 50+10 is 30, but the combination gives the food an extra 25% fullness.
The extra amount here can be negative as well as positive, though positive is more likely.
This system adds a slight bonus to the food system -- the point of it isn't to force you into it though but to optionally increase immersion.
Poison
Basic food items have a 33% chance of being poisonous. Poisonous items recover satiety but also deal you 50% of your maximum health. Poisonous items can be combined with non-poisonous items, which will decrease the chance of them being poisonous by 1/2.
Food system learning
Conclusion
This draft should simplify Food down to the core few things I want from the system without introducing any real complexity for the player.
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Mining System
This system allows you to get rocks without collecting them yourself. Outside of breeding plants to produce rocks (which will probably be removed honestly), this is the only way to make rocks renewable resources.
Basic stuff
The Mining Tab
Mining machines
There are three types of machines:
Linking
Operation
Conclusion
This feature actually looks like a more interesting way of doing Farming -- it's like a remote automated trapping system so it really ties into that system too. It also fixes a lot of "agricultural room" problems and would make that set of notes complete (since it's just based on whatever terrain configurations the resources are in). I'm going to look into that set of notes and see if I can simplify it along those lines while still keeping in breeding. This set of notes might change potentially if I generalize the two systems together.
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Farming System
This system encompasses the agricultural, trapping and mining systems while greatly simplifying the former one and bringing it more in line with the core game. Instead of having three separate systems, you have one with unique fixtures to each former system, which brings them together into more of a cohesive whole. Along the way I've also simplified the Mining system a good bit, which forms the basis of this update.
This post should obsolete all three other sets of notes.
Basic stuff
The Farming Lab
This Lab has multiple unlocks associated with it:
Any of the above will add a "Farming" tab to your menu. More on that in the next section.
Farming Tab
The farming tab has several sections to it:
Prospecting
When this tab is open, you can click any tile on screen and it will tell you what you can farm there. The different categories here correspond to the unlocks you have from the Lab, while the actual possibilities are based on what you've Discovered, with things you haven't discovered yet showing up as question marks. This latter feature makes prospecting and farming a decent way of finding previously unknown resources.
The possibilities are based on the different ways I've fitted the terrain pattern idea into different systems:
Thus, doing productive farming is based on noticing terrain patterns. Unlike the old farming system, this integrates very closely with the rest of the game and also lets you use things like scout animals or maps to your advantage.
Each tile has slightly different farming speeds for different resources. The speeds here are measured in real-time because farming is going to be based on real-time rather than the turn system (which is mostly being phased out). The actual speeds are procedurally generated, with some rare tiles that are really good for certain resources. Finding these should be accidental, or maybe I can incorporate them into Scout animals somehow.
You might be able to place a fixture directly from this menu, with it auto-programmed to that resource. I'm not sure I can get the UX to look right though -- this menu will probably already be pretty packed.
Placing Farming Fixtures
As mentioned previously, the fixtures you can place are:
Once you've crafted them, the Fixtures menu will let you place them in the world. Fixtures cannot be adjacent to another fixture (including diagonally), however you can space them one tile apart if you want to be ultra efficient.
Unlike virtually every other building system, Fixtures are Tetrad-specific -- in the wrong tetrad you'll still see them but they'll be grayed out. Interacting with them will move you to the appropriate tetrad in the same way that strange loops work. This is somewhat necessary so you can recognize what you're actually farming.
Once placed, you can interact with a Fixture by touching it.
Interacting with Farming Fixtures
Farming Fixtures have several sections:
It's worth noting that seeds, fish eggs and animal eggs aren't a guaranteed extraction -- without potions or w/e, you have around a 20% chance of getting one from the appropriate raw material. This is one of the things that can be fixed through the Genetics system.
Inputs
Different fixtures have different inputs:
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Armor Draft 2
The existing armor notes add too much complexity to an already-complex game. The new set simplifies them quite a bit.
Eat/Drink --> Use
Disposable armor pieces
Permanent armor pieces
In alternate dimensions, they can give you one of the following:
Loot
Menus
Conclusion
This should simplify the armor system a lot -- no armor degradation/repair systems, no difficulty increases (they break the flow of the game). Additionally, permanent pieces are on the procedurally-generated system and also the info systems so they tie in better to core mechanics.
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Melange Planes Upgrade
Just a short list of features to improve this game mechanic:
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Survival upgrades
The survival aspect of the game is lacking. I don't want to make it brutally hard, but having some more minor mechanics would make the game more interesting and provide more use for materials.
This gives Drinks more variety -- spirits will prevent cold, while teas will prevent heat.
Poisonous foods can also impact Heat, Cold, and Malaise effects (impacts both).
Heat and cold can be removed by walking in areas that don't trigger them, going down a point each turn. They both max out somewhere so you don't go too far. Resting and sleeping also help.
You should be able to distill your own spirits and brew your own teas eventually.
With this change I'm adding Thirst satiety and changing it so that only food combinations can potentially cause hunger or thirst satiety. Keeps that mechanic in advanced cooking where it belongs.
In the Consumables tab, clothing and permanent armor pieces are probably combined into an "armor" tab.
Overall these changes should improve the immersion of the game a bit without turning it into another stupid annoying survival game. The changes should also give materials more use, and add more depth to Food without making it stupidly complicated (it actually simplifies it a bit with the effects on satiety).
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Melange Planes Update
Game Progression Goal
The overall goal of this stage is to craft some type of key item that uses Myr Triads and several conjunct materials (chosen at random). This key item will let you access the quantum and entropic dimensions.
However, there are other reasons to visit Melange Planes -- myriads have a variety of uses, and both them and conjunct materials tie into the procedurally-generated crafting system.
Conjuncts
Conjuncts are specialized fixtures that occasionally spawn in a melange plane when that plane's element has been activated via a mana crack. Each one is unique, its properties seeded from its initial coordinate.
Each Conjunct has a Frequency -- this is a certain color of the current plane and a certain color of a plane that this plane's element attacks or is attacked by, and an amount of each. The overall goal with a Conjunct is to maneuver it and the terrain into a position where within its circle of influence, those conditions hold true. When that happens, the circle of tiles will be voided out and the conjunct will give you that special material.
This puzzle is definitely simpler than the entropic/quantum ones, but should still be pretty engaging, especially since there are a lot of ways to solve it.
Conjunct Standard Actions
Conjuncts always have the following functions:
These functions are always free.
Conjunct Threading
Each conjunct also has the following action:
Threading costs 1-5 of a certain element of myriads (random).
Conjunct Special Actions
Conjuncts can also sometimes do the following things (depending on the conjunct):
Any Conjunct movement moves you as well.
All of these abilities cost 1-5 of some type of myriad.
Lattice Upgrades
Lattices can be used to upgrade conjuncts in the following ways:
Myr Triad Upgrades
Myr Triads can also be used to upgrade conjuncts:
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Dungeon Keys/Doors
Still pretty disorganized notes.
Door distribution
Lockpicking
Tetradshards
This should be everything I need for the dungeon materials update, other than fixture destruction, core doors and whatever's going on with artifacts.
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Core Doors / Dungeon Searching
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Room Puzzles
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Bases v1 Draft 6
While attempting to write up the checklist for this feature, I had some issues because there's too many mechanics going on simultaneously. So I'm rewriting my notes with some simplifications I've made. There was also a bit of an organization problem, which should also be fixed now.
Basic Stuff
Bases have three main points to them that tie them into the game:
The Base Tab
When you enter or leave a Base, a "Base" tab will appear in your tabs area. This contains several subtabs:
Starting out, you're only given access to the Research and Fixtures tab, and the Fixtures tab only has a Newflesh Node in it. This will sort of introduce you to the fixtures system while also making sure that you go through the Research tab and aren't confused about general game progression.
Research
Research unlocks systems and features. They help guide base progression as well as the progression of other optional systems as well. Research is also essential to overall Game Progression.
Research is accessed in two ways:
Starting Research
When you first open your Research menu, you're given the Explorer Lab to unlock. You can unlock it for free and then place it. Unlocking it and placing it is required before you can do anything else, as it concentrates vital game progression. You get some messages in the general research area about all this while it's happening. This sort of forces you into placing Labs which is important for other Base progression.
Once you have done that, then you can access a long list of research packages and unlock whatever you want. The top two entries are highlighted in some way, as they unlock the Pylons and Storage systems for Bases, which makes Bases a lot more useful (and easier to build). However you can technically skip them if you want (idk why you'd want to).
Research packages have a name, a description, and a button to unlock them. With the exception of the Pylons and Storage research packages, they all cost significant amounts of aether. You're therefore somewhat constrained in what you can research generally and get to choose which optional systems you want to access.
As pointed out before, sometimes all you're unlocking is a Lab which then unlocks other stuff.
Labs
Labs can always be placed for free. They look a bit different from each other, which is indicated when you select them from the labs selection section prior to placing them. There's also a table you can open that shows you what all of them look like, which might make it easier to place or just scan your base's display and see what kind of labs you're looking at.
The lab's menu is basically a second research menu -- you can place other Labs from it and you get a long list of unlockable research. Instead of being packages though, you're unlocking fixtures or features. You can occasionally unlock additional Labs as well.
Labs also differ a bit from the Research tab in terms of how they unlock things:
Overall the Lab system should heavily simplify research from a player's perspective but should also make it a lot easier for me to add new features without overwhelming players.
The Explorer Lab
This unlocks several things, some of which are essential for game progression, and others which are good to have for that but not required:
After this point, the unlocks are indicated a bit different -- while not strictly essential to game progression, they're good to have:
Storage
Unlike in other games, you have one global Base Inventory which is available from anywhere in the base. Bases in Shatterloop are also somewhat unique in that you have the same Base regardless of where a particular room is (or even which dimension it's in!) As a result of all this, you have a great inventory storage solution that's readily available anywhere you're capable of building -- rooms don't necessarily have to border one another in order to belong to the same base.
While your base inventory is infinite, you don't necessarily get immediate access to its infinite capabilities, which is where a Fixture known as Crystechs come in.
Crystechs are accessed on the Storage menu of the Base tab -- these fixtures will allow you to access your Base Inventory and are the only means to do so. There are two types:
Universal Crystechs
These fixtures let you store and retrieve anything in your base inventory, however you're limited to 50 total items. This limit is true regardless of which Universal Crystech you access, so the only reason to have multiple ones is to be able to access your base inventory in multple places.
Universal Crystechs can be placed for free -- so essentially as soon as you build a base you can start using it to store stuff. You can place as many as you want in as many areas of your base as you want.
Specialized Crystechs
If you need more storage than that, you can build Specialized Crystech fixtures -- these let you store an infinite number of items, however you can only store or retrieve items in that particular set of categories, for example Weapons. These are at least categorized together more rather than just being individual categories (for example, plant products instead of "branches").
Given this change, it makes sense to alter the Backpacks system to apply to groupings of categories as well.
Specialized Crystechs are crafted from the equivalent Backpack and Starshards or Quartzshards.
Pylons
Pylons are a special type of fixture that makes placing tiles via the Build menu cost less Aether. They can either be placed in a Base without restrictions or placed outside of a base provided they're within 10 tiles of another pylon.
Whenever you place down a base tile, if there are pylons on the screen, the aether cost of building goes down by 33% for each Pylon on the screen. This calculation is cumulative, not stepwise -- so for example for building a Door:
# / Green Pylons | Aether Cost |
---|---|
0 | 100 |
1 | 66 |
2 | 44 |
3 | 29 |
4 | 19 |
These numbers are subject to change for balance reasons -- I've got to start somewhere though.
Pylons are basically identical to Jewelry -- your Pylons tab will list all the Jewelry you have available in your personal or base inventory and let you click on it to place it as a pylon in the world.
There are also three submenus you can open, which open within this menu and can update on their own:
Fixtures
Fixtures do various specialized tasks that usually involve materials or other items. Placing them requires having the appropriate Fixture in your persoanl inventory or base inventory.
The fixtures menu is a table that condenses the fixtures into rows and columns. These might be organized somewhat, and you might also be able to filter them somehow -- depends really on how many there are by alpha.
Each "brick" of the table shows the symbol of the fixture, the name, and the amount you have. If you don't have any, it's italicized, grayed out, and clicking it takes you to a special crafting menu.
Fixture crafting matches that of modules but is somewhat different from other crafting systems. The recipes are procedurally-generated and require very specific materals (such as "Muddy Lancewood Branches") that can be found in whichever dimension you're in. The recipes change if you're in an alternate dimension, but you can still use fixtures you've crafted elsewhere.
Fixture crafting is also occasionally materials-based and handcrafted, such as Altars which require quartzshards and starshards.
Fixture items can also be found as loot. They could potentially be buyable from guild shops, but you won't find them in normal shops. Melange planes might have them as well. Overall there are ways to get them outside of tracking down rare items, but they're still hard to find.
Atomizer Update
This update isn't related to Bases but it definitely helps reorganize some stuff.
Portals changes
Conclusion
This reorganized everything I mentioned previously in drafts 1-5. Hopefully this time I'll be able to come up with a checklist easily.
This is my next project. Since I don't currently have a large project, this means next-next -- will start working on it as soon as I get the checklist up.
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Metals Update v2
Caves updates
Element | 1-2 | 3-4 | 5-6 | 7-8 | 9-10 |
---|---|---|---|---|---|
Ice | 100 | 75 | 50 | 25 | 0 |
Wood | 100 | 75 | 50 | 25 | 0 |
Water | 50 | 75 | 100 | 75 | 50 |
Earth | 50 | 75 | 100 | 75 | 50 |
Fire | 0 | 25 | 50 | 75 | 100 |
Wind | 0 | 25 | 50 | 75 | 100 |
Basically this means that on level 10 for example you will always find fire and wind, have a 50% chance of finding water or earth, and will never find wood or water.
These should look appropriate to their element.
Alternate dimensions skew the table according to their element, adding 25-75% to each slot. So for example in a fire dimension that chooses a 25%+ bonus:
Element | 1-2 | 3-4 | 5-6 | 7-8 | 9-10 |
---|---|---|---|---|---|
Fire | 25 | 50 | 75 | 100 | 100 |
Cave rocks can also be extracted for starshards with a 1-10% probability, Quartz for a 25-50% probability, and Petroleum for a 1-100% probability. Petroleum is important to the late-game fuel refinery, while Quartz is a necessary ingredient in Industry fixtures, can be used to make metallic keys, and is used to upgrade Pets instead of Starshards (that should be reserved for magic, reseeding stuff, etc).
Cave rock colors should be appropriate to the element they're representing. The actual names can be the weird thing they are now, minus the elemental classification -- the extraction and discovery color scheme should make that clear enough. The item colors should also match, ideally (grayscale variants of the element color).
The only real difference with alternate dimension cave rocks now is starshard/quartz/petroleum extract percentages. Also spawning their element in more frequently.
This update changes the farming system a bit, which to be honest is somewhat awkward around cave resources anyway.
Fuel Refinery v1
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Pets Notes
Heavily heavily simplifying this, while still keeping the main features in it that I want.
Basic stuff
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Building+ Notes
Should combine all these notes into one.
Modes
Highlight alterations
Actions
Aether Use
Coloring
This should deprecate my checklist here as well as well as upgrade/simplify the feature.
This all costs Aether, like everything else.
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Food Update
Fermenting Vat
Kitchen Fixture
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Biomes
This is still in development notes-wise and is probably going to change a lot over time.
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