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events

Jul 28th, 2021
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  1. --------------------------------------------------------------------------------
  2.  
  3. event structure: we can chain any trigger (condition) to any event (result)
  4.  
  5. Trigger => Trigger => Trigger => Event
  6. => Event
  7. => Event
  8. => Trigger => Event
  9.  
  10. --------------------------------------------------------------------------------
  11.  
  12. Already implemented
  13.  
  14. Obtain item from (Loot):
  15. - chest/container
  16. - destroyed object/tree/liana, hit tree (ex: phenix sword stone)
  17. - killed monster
  18. - spawned special entity (ex: dimensional breach, magic crystal)
  19. - 'ores' (items above blocks, like ores)
  20. - planted crops
  21. - chickens/cows/animals breeding
  22. - pet sacrifice/pets breeding (eggs, houses)
  23. - craft/special craft (recycling/transmutation/etc)
  24.  
  25. Trigger event from (Trigger):
  26. - kill unique monster/boss
  27. - kill monsters (spawned by event blocks)
  28. - destroy object
  29. - player come/leave into an area
  30. - chrono has ended
  31. - place blocks with the right pattern
  32. - item placed on a receptacle (ex: pillars to access alien world)
  33. - night/day
  34. ~ eat specific food
  35. ~ magitech signal
  36. - hour changed
  37. - counter
  38. - consume a specific food/item
  39.  
  40. Result (Event):
  41. - alter the global spawner
  42. - open a dimension
  43. - obtain rewards/items/currencies/equipment
  44. - unlock chest/door/object
  45. - spawn entity (monster, passive object like dimension breachs, dynamic objects),
  46. objects/blocks/tree/rope/liquid etc
  47. - unlock a world location (mini map location, or assigned location to a specific
  48. item like the flying zombie head)
  49. - enable/disable light on objects (like glowing tech alien stuff)
  50. - change static object behaviour/internal attributes (ex: convert to trap, or to
  51. craft table, or any other special static item behavior)
  52. - change indestructible flag on items/blocks
  53. ~ invoke a monster
  54. - unlock a new NPC
  55.  
  56. Misc results:
  57. - play a global sound/music
  58. - burst a gfx
  59. - burst a spell/bullets/ball
  60.  
  61. Progress:
  62. - locked chest/door/craft table/object (requireds items/souls)
  63. - teleporter (equipable item, world object) to access new dimensions
  64. - transformation
  65. - special buff required for a specific action (ex: breathe underwater)
  66. ~ add a special mark/location on the minimap (ex: reveal a treasure location)
  67. - blueprint to unlock specific magic (in magic creation)
  68. - equipment ascension (requires specific materials each tier)
  69. ~ different classes of "soul gems" (we will use a class of capsules to invoke
  70. mechs/vehicles etc)
  71.  
  72.  
  73. ~ => not totally implemented
  74.  
  75. --------------------------------------------------------------------------------
  76.  
  77. Not implemented:
  78.  
  79. Loot item from:
  80. - killed monster using a specific weapon
  81. - fall from the sky (ex: terraria stars)
  82.  
  83. Trigger event from:
  84. - kill N monsters of X (global)
  85. - weather
  86. - 'calendar' day (ex: event at the in game day 10)
  87. - specific amount of souls 'mined' from soul harvesters
  88. - light an area
  89. - visited a new biome/specific biome
  90.  
  91. Result:
  92. - change background and biome type of a specified biome
  93.  
  94. Progress:
  95. - bosses, uber bosses
  96. - challenges, special maps
  97. - blocks that requires specific pickaxe/grenades to be mined/destroyed
  98. - blocks that requires fire to be destroyed
  99. - recipe to unlock specific crafts
  100.  
  101. Planned rewards:
  102. - reforge (maxed?) equipment
  103. => a way to obtain better weapons from lower tiers weapons, will
  104. be related to materials obtained from uber bosses or very specific challenges)
  105. - new currencies
  106. - legendary or unique swords/boomerangs/bows/equipment
  107. => bat boomerang and fast boomerang are already implemented
  108. => many new armor are planned, with unique effects
  109. - replace unlocked skills by equipement
  110. => double jump
  111. => better dash, air dash, diagonal dash
  112. - equipment upgrades for specific classes
  113. - runes with new powerfull effects
  114. - ability to catch specific bosses (ex: mutant chicken) with new kind of gems,
  115. or higher gems tiers
  116. - ability to transform into specific bosses (legendary/unique seals)
  117. - pets equipment
  118. - stuff to visit sea (multiple levels of progress)
  119. - vehicles/mechs
  120. - new special legendary armors like the shadow armor
  121. - pets with unique abilities or colors
  122. - passive pets: fox, kappa...
  123. - utility 'pets' (like shadow orb)
  124. - tier1 guns (not tech)
  125. - wings
  126.  
  127. --------------------------------------------------------------------------------
  128.  
  129. Some examples
  130.  
  131. Minibiome with some gravestones =>
  132. We can see weird items under the gravestones, that can be mined like ores.
  133. There is a treasure map (reveal a location on the minimap).
  134. Go to the location =>
  135. There is a locked chest (requires a special key, from 'another' event).
  136. Open it to [...]
  137.  
  138. Ex structure of a basic event:
  139. Invoke the eye of chtulhu:
  140. \_ Loot: loot_from_kill(eye, lens)
  141. \_ Loot: craft(suspicious eye, demon altar)
  142. \_ Trigger: consume_item(suspicious eye)
  143. \_ Event: spawn(eye of cthulhu)
  144.  
  145. Idea to obtain the fox: on the forest we can find a sacred hotel (just a
  146. nice structure/ruin with vegetation, flowers and nice stuff). If the player
  147. is able to provide enough apples (requires apple trees) as offering to the
  148. central 'shrine' during multiple days, the fox will appear, run to the player,
  149. dig to loot an amulet and then despawn.
  150. The amulet can be equiped to invoke the fox.
  151. => offerings/shrine/forest stuff are just related to the kitsune japanese folklore
  152.  
  153. todo: idea to obtain the kappa
  154.  
  155. --------------------------------------------------------------------------------
  156.  
  157. Stuff related to the next spawner:
  158. - ability to change monsters of each biome dynamically
  159. => species, levels, loots, permanent buffs
  160.  
  161. --------------------------------------------------------------------------------
  162.  
  163. Small possible puzzles/stuff to fill the world with simple content
  164.  
  165. Ghost 'hunting' like genshin impact: just follow a special cute ghost to
  166. it's shrine to unlock a chest.
  167. Technical stuff:
  168. - how to spawn them?
  169. => It should be possible with event blocks.
  170. - how to make paths?
  171. => can be generated at any time but we have to lock the last position of
  172. the path to the shrine, so we need to store the world location associated
  173. to the ghost somewhere...
  174.  
  175. Complete the structure: like in zelda botw, the player find some uncompleted
  176. 'pixel art' pieces, place blocks to complete the structure to spawn a reward.
  177. => the structure detection is already implemented
  178.  
  179. Maths/logic puzzles using blocks to place.
  180. => already implemented, but cheating is possible in building mode to see the
  181. solution
  182.  
  183. --------------------------------------------------------------------------------
  184.  
  185. Replace the tutorial quests
  186.  
  187. Resources 1 - Chest
  188. => Learn to pick items from chest and equip stuff
  189. => F1 with some video + text
  190.  
  191. We need a way to show the F1 with basic sword usage.
  192. For example a simple scarecrow that unlock the sword F1 if
  193. player is near, and will be used to show damages of a sword
  194. without the need to fight with a monster.
  195.  
  196. Resources 2 - Pickaxe
  197. => Learn to use the pickaxe (from the chest)
  198. => F1 with a video
  199.  
  200. --------------------------------------------------------------------------------
  201.  
  202. How to detect the F1 highlights
  203.  
  204. > The engine should know when to highlight specific sections of the F1 menu.
  205. Most sections are unlocked if the player is near to a new kind of object or
  206. mechanism:
  207. - ores: pickaxe F1
  208. - scarecrow: sword F1
  209. - magic book: magic F1
  210. etc...
  211.  
  212. --------------------------------------------------------------------------------
  213.  
  214. Important stuff to rework / better help:
  215. - backwalls
  216. => current widget is a pain to use
  217. => shortcuts are not a solution (and will not be accessible with
  218. controler support)
  219. => we can use the ring menu ?
  220. => add front/back indication icon under blocks on the hotbar?
  221. - indications for interactions
  222. => a glow on top of items that can be activated with R
  223. => a white glow if unlocked, a red glow if locked
  224. => important: a difference if you can't activate an item too far away
  225. - problem of the 'move back' action
  226. => many players expect the character to 'run' directly on the
  227. pressed direction (basically, no move back at all)
  228. => we need a consistent way to fix this problem with controlers
  229. => we need to think about the problem of aiming (bows, guns, spells, thrust skill)
  230. - better ui management
  231. => opening multiple chests is a pain
  232. => reduce the need to swap between inventory <=> other ui to get an item
  233. => check the craft button, we need a way to put result directly in the inventory
  234.  
  235.  
  236. --------------------------------------------------------------------------------
  237.  
  238.  
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