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