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- event structure: we can chain any trigger (condition) to any event (result)
- Trigger => Trigger => Trigger => Event
- => Event
- => Event
- => Trigger => Event
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- Already implemented
- Obtain item from (Loot):
- - chest/container
- - destroyed object/tree/liana, hit tree (ex: phenix sword stone)
- - killed monster
- - spawned special entity (ex: dimensional breach, magic crystal)
- - 'ores' (items above blocks, like ores)
- - planted crops
- - chickens/cows/animals breeding
- - pet sacrifice/pets breeding (eggs, houses)
- - craft/special craft (recycling/transmutation/etc)
- Trigger event from (Trigger):
- - kill unique monster/boss
- - kill monsters (spawned by event blocks)
- - destroy object
- - player come/leave into an area
- - chrono has ended
- - place blocks with the right pattern
- - item placed on a receptacle (ex: pillars to access alien world)
- - night/day
- ~ eat specific food
- ~ magitech signal
- - hour changed
- - counter
- - consume a specific food/item
- Result (Event):
- - alter the global spawner
- - open a dimension
- - obtain rewards/items/currencies/equipment
- - unlock chest/door/object
- - spawn entity (monster, passive object like dimension breachs, dynamic objects),
- objects/blocks/tree/rope/liquid etc
- - unlock a world location (mini map location, or assigned location to a specific
- item like the flying zombie head)
- - enable/disable light on objects (like glowing tech alien stuff)
- - change static object behaviour/internal attributes (ex: convert to trap, or to
- craft table, or any other special static item behavior)
- - change indestructible flag on items/blocks
- ~ invoke a monster
- - unlock a new NPC
- Misc results:
- - play a global sound/music
- - burst a gfx
- - burst a spell/bullets/ball
- Progress:
- - locked chest/door/craft table/object (requireds items/souls)
- - teleporter (equipable item, world object) to access new dimensions
- - transformation
- - special buff required for a specific action (ex: breathe underwater)
- ~ add a special mark/location on the minimap (ex: reveal a treasure location)
- - blueprint to unlock specific magic (in magic creation)
- - equipment ascension (requires specific materials each tier)
- ~ different classes of "soul gems" (we will use a class of capsules to invoke
- mechs/vehicles etc)
- ~ => not totally implemented
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- Not implemented:
- Loot item from:
- - killed monster using a specific weapon
- - fall from the sky (ex: terraria stars)
- Trigger event from:
- - kill N monsters of X (global)
- - weather
- - 'calendar' day (ex: event at the in game day 10)
- - specific amount of souls 'mined' from soul harvesters
- - light an area
- - visited a new biome/specific biome
- Result:
- - change background and biome type of a specified biome
- Progress:
- - bosses, uber bosses
- - challenges, special maps
- - blocks that requires specific pickaxe/grenades to be mined/destroyed
- - blocks that requires fire to be destroyed
- - recipe to unlock specific crafts
- Planned rewards:
- - reforge (maxed?) equipment
- => a way to obtain better weapons from lower tiers weapons, will
- be related to materials obtained from uber bosses or very specific challenges)
- - new currencies
- - legendary or unique swords/boomerangs/bows/equipment
- => bat boomerang and fast boomerang are already implemented
- => many new armor are planned, with unique effects
- - replace unlocked skills by equipement
- => double jump
- => better dash, air dash, diagonal dash
- - equipment upgrades for specific classes
- - runes with new powerfull effects
- - ability to catch specific bosses (ex: mutant chicken) with new kind of gems,
- or higher gems tiers
- - ability to transform into specific bosses (legendary/unique seals)
- - pets equipment
- - stuff to visit sea (multiple levels of progress)
- - vehicles/mechs
- - new special legendary armors like the shadow armor
- - pets with unique abilities or colors
- - passive pets: fox, kappa...
- - utility 'pets' (like shadow orb)
- - tier1 guns (not tech)
- - wings
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- Some examples
- Minibiome with some gravestones =>
- We can see weird items under the gravestones, that can be mined like ores.
- There is a treasure map (reveal a location on the minimap).
- Go to the location =>
- There is a locked chest (requires a special key, from 'another' event).
- Open it to [...]
- Ex structure of a basic event:
- Invoke the eye of chtulhu:
- \_ Loot: loot_from_kill(eye, lens)
- \_ Loot: craft(suspicious eye, demon altar)
- \_ Trigger: consume_item(suspicious eye)
- \_ Event: spawn(eye of cthulhu)
- Idea to obtain the fox: on the forest we can find a sacred hotel (just a
- nice structure/ruin with vegetation, flowers and nice stuff). If the player
- is able to provide enough apples (requires apple trees) as offering to the
- central 'shrine' during multiple days, the fox will appear, run to the player,
- dig to loot an amulet and then despawn.
- The amulet can be equiped to invoke the fox.
- => offerings/shrine/forest stuff are just related to the kitsune japanese folklore
- todo: idea to obtain the kappa
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- Stuff related to the next spawner:
- - ability to change monsters of each biome dynamically
- => species, levels, loots, permanent buffs
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- Small possible puzzles/stuff to fill the world with simple content
- Ghost 'hunting' like genshin impact: just follow a special cute ghost to
- it's shrine to unlock a chest.
- Technical stuff:
- - how to spawn them?
- => It should be possible with event blocks.
- - how to make paths?
- => can be generated at any time but we have to lock the last position of
- the path to the shrine, so we need to store the world location associated
- to the ghost somewhere...
- Complete the structure: like in zelda botw, the player find some uncompleted
- 'pixel art' pieces, place blocks to complete the structure to spawn a reward.
- => the structure detection is already implemented
- Maths/logic puzzles using blocks to place.
- => already implemented, but cheating is possible in building mode to see the
- solution
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- Replace the tutorial quests
- Resources 1 - Chest
- => Learn to pick items from chest and equip stuff
- => F1 with some video + text
- We need a way to show the F1 with basic sword usage.
- For example a simple scarecrow that unlock the sword F1 if
- player is near, and will be used to show damages of a sword
- without the need to fight with a monster.
- Resources 2 - Pickaxe
- => Learn to use the pickaxe (from the chest)
- => F1 with a video
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- How to detect the F1 highlights
- > The engine should know when to highlight specific sections of the F1 menu.
- Most sections are unlocked if the player is near to a new kind of object or
- mechanism:
- - ores: pickaxe F1
- - scarecrow: sword F1
- - magic book: magic F1
- etc...
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- Important stuff to rework / better help:
- - backwalls
- => current widget is a pain to use
- => shortcuts are not a solution (and will not be accessible with
- controler support)
- => we can use the ring menu ?
- => add front/back indication icon under blocks on the hotbar?
- - indications for interactions
- => a glow on top of items that can be activated with R
- => a white glow if unlocked, a red glow if locked
- => important: a difference if you can't activate an item too far away
- - problem of the 'move back' action
- => many players expect the character to 'run' directly on the
- pressed direction (basically, no move back at all)
- => we need a consistent way to fix this problem with controlers
- => we need to think about the problem of aiming (bows, guns, spells, thrust skill)
- - better ui management
- => opening multiple chests is a pain
- => reduce the need to swap between inventory <=> other ui to get an item
- => check the craft button, we need a way to put result directly in the inventory
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