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More complete plans to all the current items and tiles #542
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As an additional information, when contents are reimplemented in the End Game, dedicated boss drops should also be considered. This relates to #531. Mentioned with a post on Discord. |
Dedicated Boss DropsDedicated boss drops would be the preferred objectives and direction to work on in the near future. Implementing in this way could make the game survival flows more complete. Currently, the End Game part is obviously incomplete. BackgroundThere are some discussions about the feature of dedicated boss drops, but some implementations are incomplete and rejected as in #531. The original post on the Discord forum is https://discord.com/channels/280723930942013440/1132738003996004523. The reason of this is not to have completely the same drops from bosses with other mobs as this would be repetitious and some kind of reduced meaning of defeating bosses. DetailsAs an example, #531 only adds "Knight Shard" for the Obsidian Knight, but there should also be a dedicated drop for Air Wizard, because it should not just be a meaning in only the story but also the game play experience, the actual game progress (not about the storyline). With dedicated boss drops, there should also be the meanings of those drops. Referring to the property of the Obsidian Heart, Knight Shard should be the ability to unlocking player's potential if the Obsidian Knight targets on unlocking player's potential. The drop from Air Wizard should have the meaning of powerful tools to the players as an example. According to the main topic of this issue, cloud ore is lacking of enough implementation and should be rewritten. Similarly, the target of the Air Wizard should also be decided. This is related to the gameplay progress after the Air Wizard, so it is about the End Game. The Obsidian Knight is also a part of the End Game content. Currently, the use of cloud ore is only making summon items of the Air Wizard and the uses of shard are only making summon items of the Obsidian Knight, Knight Statue, and claymores. The actual uses of cloud ore and shard should also be re-planned at the same time. As an idea with the cloud tools, we can have a material that can be made by cloud ores and boss drops by crafting or magic refining.1 For Obsidian Knight, we can have "knight shard"; for Air Wizard, we can have "master rune". They can be obtained only by defeating the bosses, so that they are difficult to be obtained compared to cloud ores (already dropped by cloud ore tiles) and shards (already dropped by knights). Powerful items in the late game can be made using the boss drops.2 There might be a problem about that the balancing might be broken if we have more powerful equipment in different stages, so we need to increase the gaps of stages between the bosses and the survival, at the same time, as the advances between are small and might be difficult to add such additional features. This means that we would need to replan the boss flows. At the same time, side activities related to the bosses can be rewritten in a neater plan.34 However, this is not in the scope of this subtopic. ConclusionThis seems to be a long-time goal, but this should be finally accomplished to complete the storyline.5 Moreover, this should first be considered before the release of 2.2.0, because the storyline and survival flows are still not complete and finished. Footnotes
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It is important to note that every item should have different properties originally designed to be. There is not an item that has the exact same properties as another item, unless they are exactly the same item. It is not a good plan to use just for using or mix their properties when designing. |
Updated the sections. |
As there are some unused or functionless items and tiles that should be worked out to fill in the missing parts in the game, we should also have a more complete plan on these. This briefly describes the basic information about what functions the current items and tiles have and how plans should be done in the future.
Background
@Makkkkus mentioned that, there are plenty of items that are unused. There are items and tiles that have only little functions or are functionless in the game. Possibly those items and tiles are not implemented completely or planned ideally. We would also need a big direction on how we should handle this circumference.
Subissues
There are several issues are also under this topic, so they are referred as subissues here.
Current Status
There are indeed some fixed directions and functions what most of the items and tiles should have. The following is made with the main directions about how they are designed basically.
Items
There is an exception that when any of the item is made into an ingredient of the recipe, they would not have only these properties. Their properties should be considered when the recipes are being designed.
onType
tile ID could be turned into the tile data instead of creating a number of different tile variations for eachonType
tile.Stackable Items
Many items are made into implementations of a stackable item instead of being their own classes because they are only enough to be a general material carrier. They should have no special functions by its design. Obviously, there would only be possible that tile items and stackable items have some kinds of missing desired functions.
With the designs of item, entity, tile interactions, all of them have their corresponding handling methods (Tile by Entity:
Tile#bumpedInto
,Tile#steppedOn
; Tile by Entity attack:Tile#hurt
, voidTile#hurt
; Tile by Player with Item:Tile#interact
; Item on Tile by Player:Item#interactOn
; Entity by Player:Entity#interact
). There is an obvious duplication among these methods,Tile#interact
andItem#interactOn
.Item#interactOn
is used only when the target tile is not strictly specified or the item is not interactable with world. Items that require other "directors" (items or entities) to work with are considered to be a direct implementation of a general stackable item. The only direct interactable stackable item example is the key item (with dungeon cheats). For better organization and (runtime) exception prevention, it would be better if items are made into an alone class (when the items are directly interactable with tiles).Tile Items
Tile item is a subclass of stackable item and provides a basic function for tile placement. With the current implementations, tile items are tile placers other than the exact representatives of tiles. With the original designs and architectures, tile items should be the exact representatives of their (contained) tile in ideal.
This should be more well-designed. Valid tiles the tile items can be placed on should keep same for similar tiles; a design of inheritance or instances should be used. The tile it is placed on should be the same as the tile when it is removed in general and logical cases. The overall organization of tile items is quite chaotic. There could possibly be seed item for seeds, except grass seeds.
Names of most of the tiles and tile items are not the same (non-standardized).
Footnotes
If there are no any footnote markers marked with the list item, it means that this item or tile should only contain only the function, property or feature, i.e. its functionality has already been implemented and planned ideally, not considering its corresponding system.
[1] It indicates that the function, property or feature of this item or tile should be re-planned in ideal.
[2] It indicates that this item or tile is lack of enough implementations, functions, properties and features for various reasons.
[3] It indicates that this item or tile has very low usage (very rare) considering their functionalities in the game.
[4] (Tile items only) It indicates that this tile item does not strictly match the original designs and architectures, i.e. not the exact representative of the tile it representing. It should be re-planned in ideal.
Tiles
Most of the tiles have been described above. All tiles related to the farming system are updated in #437. There should be more decorative tiles as described in #539, even that there are 2 tiles are completely designed for decorations, ornate stone and ornate obsidian. Flowers and color-related items are updated in #445. Lava brick is an unused tile currently, with a lost texture, but it can be reused in the near future. For material tiles and floor tiles, the names and the actual instances should be standardized. The achievable change to ore tiles has already been described in #539. Torch and similar tiles should be redone with a system when there is an implementation of #396. With the recursive tile resolution, the problem that the tile placed on after removed would differ from the original one would be easily resolved. We could also use tile entities to separate dynamic attributes (internal states) from static attributes (overall states) in tile data.
With the proposal in #538, there are also suggestions to world generation, biome system and structures.
Seemingly, many contents on the sky level are not well-planned and mostly empty or unimplemented. A replan similar the update to the dungeon should be done on the sky level. Some of the contents are well-implemented, but there are still contents that require more work on the dungeon level. Despite the boss levels, the underground levels could have more well-planned implementations to improve the gaming experience underground. There should still be more new and different contents in the game.
Functionality Design
It is important to note that every item and tile should have different properties originally designed to be, in other words, their roles. There is not an item or tile implementation that has the exact same properties as the another, or else they should be exact the same one. It is not a good plan to use just for using or mix their properties without well planning their roles and usages when designing. This is particularly an important rule for items or stuff primarily used for the magic system or the technology system specifically in the future.
Trivia
Wooden claymore is available but not craftable.
Conclusion
The problems currently having have been mentioned and explained briefly above. We should have more plans targeting these with more thoughts. We still need a precise and exhaustive roadmap aimed at resolving all of these problems we have. Also, we could expand the uses of all the existing items, entities and tiles. Not fully restricting to only 1 use for 1 thing, but also flexible features and properties among these things by setting the roles. We should not just limit the scope of the contents to only the real world, but also create and define our world by ourselves with many logics and evidences. Just like the golden apple in Minecraft, it is not just food that can only restore hunger points, but it could also give bonus effects to the player. Potions are also designed with the properties of the items instead of a really actual real-world logic related to their compositions. We should have this as our one of the directions and objectives to work on.
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