Munashedov

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Jan 12th, 2020
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  1. 1.1 BUILDING
  2.  
  3. There are at least two modes of building. The first is a planning mode, while the second might be instantly
  4. placing a block and beginning to construct it.
  5.  
  6. The main interest here is planning mode's mechanics. As I imagine it, you would select the block or premade
  7. block assembly (potentially player's can make, save, and share sub-assemblies), and are switched to ghost
  8. placement state. The ghost is made up of alpha shifted voxels of the type "ghost" which have no collision, and
  9. are deleted and placed as though in freebuild mode. Lining up the block or sub-assembly will show it's auto
  10. rotation placement, which is the default. The player may use the scroll-wheel (or some set of hotkeys) to cycle through
  11. different orientations. When satisfied, the player may place the ghost block or sub-assembly. It is also possible to use
  12. middle mouse-click while hovering over a another block to switch the orientation to that of the highlighted
  13. block, and 'lock it in'. This locked in state can be shown by a change in color and/or pattern of the highlight
  14. reticle.
  15. After having placed a ghost block, the player may switch to the building tool (not sure on the name). The
  16. build tool has some nice features, like showing whether or not you have enough voxels to construct the
  17. highlighted ghost block. This can be shown diagetically on the devices interface in the world, or on the player's
  18. GUI, or with a change in the reticle color and/or pattern. Play a sound effect if the player tries to build a
  19. block they don't have a single voxel for, and play a different "failure" sound effect when after having poured
  20. voxels into a partially completed block, the player runs out.
  21. Constructing blocks uses an effect similar to the mining pattern, but reversed. Player inventory is 1m^3(?)
  22. when on their own, but players can, and should, build a cargo hold and link their inventory to it ASAP. When
  23. in range of a linked cargo hold, inventories are shared for the purposes of mining(?), but primarily for
  24. building. It might be more satisfying to have to bring your 1m^3 inventory full of mined voxels to a cargo hatch
  25. access to dump. A sound effect should be played when inventory is approaching full, and another when nearing empty,
  26. as well as one for full and empty, when building or mining, but not when transferring inventory with a hold or
  27. player.
  28. The speed of voxel placement when building is based on the per voxel melting point, the power level of your
  29. tool (which also affects voxel waste? ehhh), and perhaps another variable called "complexity". Complexity is a
  30. multiplier variable for each block. It multiplies the voxel placement speed last, and varies based on the block maker's
  31. sense of how complex a block is. The default is 1. A sheet of steel might be 1, and an electric motor 2.0x, and a CPU block 3.0x.
  32. I'm not very invested in this complexity idea though; it might be too... complex :P for little gain.
  33. Regarding the next layer of building:
  34. The acquisition of voxels. A player may build anything they have the voxels for, like building a sheet of iron.
  35. If they wish to build a sheet of steel, they will need to somehow produce steel voxels. This is where an alloy
  36. furnace comes into play. There are several factory blocks which produce a wide range of voxels.
  37. -Alloy Furnace: Steel, Bronze,
  38. -Chemical Plant: Plastics, Explosives, Healing Voxels,
  39. -Circuit Printer: Circuit voxels? CPU Voxels?
  40. -Glass Kiln?:
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