SL20W24: Difference between revisions
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<br /> | [[SL20W23|◄ SL20W23]] | [[SL20W25|SL20W25 ►]]<br /> | ||
==2020-06-08== | ==2020-06-08== | ||
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Duping carpet is currently possible (Piston + Slime + coral) | Duping carpet is currently possible (Piston + Slime + coral) | ||
Feature: Implement async player distance checking | |||
<br /> | <br /> | ||
'''Offstream done:''' | |||
''' | |||
Skylight checking on a block "isSolid()" with n(type) and IBlockData type | |||
*Implemented new Heightmap for our system. | |||
*SKYLIGHT_HEIGHTMAP("SKYLIGHT_HEIGHTMAP", HeightMap.Use.LIVE_WORLD, HeightMap.skyLightPredicate), // kade | |||
*Still need to rewrite growth code in WorldTicker | |||
==2020-06-09== | |||
Bug: Bamboo not growing if only 1 block high | |||
''' | '''Skill System:''' | ||
*UserData: Level, Broken Blocks / Killed Entities / UserStats | |||
Brainstorming Skill System | |||
<source> | |||
Mcmmo: | |||
*MiningType (Gathering) | |||
*WeaponType (Combat, Swords, Archery, Armor ) | |||
*MovementType (Walking, Flying, Swimming, Teleport, Falling, Jumping, Breathing (Oxygen), Riding (Horses/Minecarts) ) | |||
*SpecialTypes (Acrobatics, Repair, Taming, Brewing/Alchemy, Crafting, Fishing 'Treasure finding') | |||
*Acrobatics | |||
*FastFood Skill (eate more than needed) | |||
/skill -> CommandManager | Info | Set [skill] | activate | SkillNames enum | |||
SkillSnooper | |||
SkillManager ( ... ) | |||
UserPod -> SkillData (Level/Xp/BrokenBlocks etc.) | |||
XSkillAction | |||
Test a Tool that will create a 10x1x1 line of blocks | |||
</source> | |||
*Implemented Skill Commands/Manager/Skilltype/SkillPod | |||
**Introduced first test skill "Mining" that can break any stoneblock instantly | |||
**Implemented some nice effects for the Skill | |||
**Implemented a rate-limit on executing | |||
**Usage: Rename ANY item to "Mining" hand hold in the off-hand! | |||
==2020-06-10== | |||
Brainstorm: What is the difference between Tools ans Skills? | |||
[[File:compression.png|thumb]] | |||
*Currently Tools and Skills are basically the same. We need to make them different - otherwise there is no need to implement both | |||
**Tools always temporary (until used up) | |||
**Skills regenerate - forever | |||
***Skill: Generate %more UBI based on online time | |||
***Skill: Generate some food while offline | |||
***Skill: Generate fuel for RB passively | |||
***Skill: Need to reach Level X of Mining to actually enable crafting of "Mining Tool Level 2" | |||
***Skills basically unlock stuff or generate something passively - everything else could be a tool. | |||
*Compression/Decompression of Blocks | |||
**KShop like menu with the available skills based on the user level | |||
**Compression will cost "Energy" (?) | |||
***User has Energy storage in his backpack | |||
***Energy storage can be drained/filled | |||
***Maybe a passive skill to generate small amounts of energy over time (solar panels / rocket fuel converter) | |||
***Warping needs energy? Teleporting far distances needs more energey? | |||
***Teleporting often uses up more energy? | |||
***Energy used to quick-start rocket boots (similar to hybrid car engine) | |||
*** | |||
**Decompression is free | |||
**Leveling up the skill of Compressing will consume the items we want to compress! | |||
*** | |||
<br /> | |||
==2020-06-13== | |||
*I dont like "Skills" | |||
*We have Space Stations, Mars Colonies , we have "Rockets" (Boots), we have Fuel, probably Energy/Powers as well. | |||
*We got a polluted earth, we have 'real' planets. | |||
*More realistic to have Tools, to have Resources, to have Materials --> Research/Technologies | |||
*Research | |||
**Example: Unlocking Compression/Decompression of Cobblestone. | |||
***Cost: Invest 5000 Cobblestone (Farm/Buy 5k Cobblestone) | |||
***Unlocks Cobble De/Compression | |||
**Unlocking further technologies has preconditions | |||
**We basically have a research-tree that defines in what order we can research/unlock | |||
** | |||
==2020-06-14== | |||
''' | *'''WE NEED SPACESHIPS AND SPACE STATIONS!. Plz give pics / blocks''' | ||
**'''Unimportant:''' Spaceship without interior -> '''Design only''' in the lobby | |||
**'''Important:''' Spaceship with interior (not too big!) used as 'player base' with upgrade/research station on it | |||
*Implemented Research(Manager/Command), ResearchProgress | |||
** | |||
== | <br /> | ||
==Reddit recap== | |||
*Wrench Tool: Allows rotation of blocks by shift clicking https://www.reddit.com/r/EscapeToMars/comments/h0lx7z/wrench_tool_to_change_blockstates/ | |||
*Refill Tool: Moves last used Item into hand if empty (Probably not usable as a client-script can do the same and needs no crafting?) https://www.reddit.com/r/EscapeToMars/comments/h0l3h4/refill_tool/ | |||
*Skill-Tree: We need some form of a SkillTree/SkillSystem. One possibility would be: https://www.reddit.com/r/EscapeToMars/comments/h0axro/skill_menu_example/ (I´d prefer /navi pages ) | |||
* | |||
<br /> | |||
Latest revision as of 23:01, 1 July 2020
2020-06-08
Bug: Rockets from crossbows cause damage in non PVP areas
Bug: Lava flows over plot borders
Bug: SELLING items in adminshop (boots) with repair level is possible
Bug: Shifting plots below bedrock/to bedrock will teleport the player below the world
Bug: Chat-Mention sound will play even if the local-chat message cannot be seen
Bug: Useroption permission starts with uppercase "Kadi"
Flying machinges are possible - only on own plots!
Duping carpet is currently possible (Piston + Slime + coral)
Feature: Implement async player distance checking
Offstream done:
Skylight checking on a block "isSolid()" with n(type) and IBlockData type
- Implemented new Heightmap for our system.
- SKYLIGHT_HEIGHTMAP("SKYLIGHT_HEIGHTMAP", HeightMap.Use.LIVE_WORLD, HeightMap.skyLightPredicate), // kade
- Still need to rewrite growth code in WorldTicker
2020-06-09
Bug: Bamboo not growing if only 1 block high
Skill System:
- UserData: Level, Broken Blocks / Killed Entities / UserStats
Brainstorming Skill System
Mcmmo:
*MiningType (Gathering)
*WeaponType (Combat, Swords, Archery, Armor )
*MovementType (Walking, Flying, Swimming, Teleport, Falling, Jumping, Breathing (Oxygen), Riding (Horses/Minecarts) )
*SpecialTypes (Acrobatics, Repair, Taming, Brewing/Alchemy, Crafting, Fishing 'Treasure finding')
*Acrobatics
*FastFood Skill (eate more than needed)
/skill -> CommandManager | Info | Set [skill] | activate | SkillNames enum
SkillSnooper
SkillManager ( ... )
UserPod -> SkillData (Level/Xp/BrokenBlocks etc.)
XSkillAction
Test a Tool that will create a 10x1x1 line of blocks
- Implemented Skill Commands/Manager/Skilltype/SkillPod
- Introduced first test skill "Mining" that can break any stoneblock instantly
- Implemented some nice effects for the Skill
- Implemented a rate-limit on executing
- Usage: Rename ANY item to "Mining" hand hold in the off-hand!
2020-06-10
Brainstorm: What is the difference between Tools ans Skills?
- Currently Tools and Skills are basically the same. We need to make them different - otherwise there is no need to implement both
- Tools always temporary (until used up)
- Skills regenerate - forever
- Skill: Generate %more UBI based on online time
- Skill: Generate some food while offline
- Skill: Generate fuel for RB passively
- Skill: Need to reach Level X of Mining to actually enable crafting of "Mining Tool Level 2"
- Skills basically unlock stuff or generate something passively - everything else could be a tool.
- Compression/Decompression of Blocks
- KShop like menu with the available skills based on the user level
- Compression will cost "Energy" (?)
- User has Energy storage in his backpack
- Energy storage can be drained/filled
- Maybe a passive skill to generate small amounts of energy over time (solar panels / rocket fuel converter)
- Warping needs energy? Teleporting far distances needs more energey?
- Teleporting often uses up more energy?
- Energy used to quick-start rocket boots (similar to hybrid car engine)
- Decompression is free
- Leveling up the skill of Compressing will consume the items we want to compress!
2020-06-13
- I dont like "Skills"
- We have Space Stations, Mars Colonies , we have "Rockets" (Boots), we have Fuel, probably Energy/Powers as well.
- We got a polluted earth, we have 'real' planets.
- More realistic to have Tools, to have Resources, to have Materials --> Research/Technologies
- Research
- Example: Unlocking Compression/Decompression of Cobblestone.
- Cost: Invest 5000 Cobblestone (Farm/Buy 5k Cobblestone)
- Unlocks Cobble De/Compression
- Unlocking further technologies has preconditions
- We basically have a research-tree that defines in what order we can research/unlock
- Example: Unlocking Compression/Decompression of Cobblestone.
2020-06-14
- WE NEED SPACESHIPS AND SPACE STATIONS!. Plz give pics / blocks
- Unimportant: Spaceship without interior -> Design only in the lobby
- Important: Spaceship with interior (not too big!) used as 'player base' with upgrade/research station on it
- Implemented Research(Manager/Command), ResearchProgress
Reddit recap
- Wrench Tool: Allows rotation of blocks by shift clicking https://www.reddit.com/r/EscapeToMars/comments/h0lx7z/wrench_tool_to_change_blockstates/
- Refill Tool: Moves last used Item into hand if empty (Probably not usable as a client-script can do the same and needs no crafting?) https://www.reddit.com/r/EscapeToMars/comments/h0l3h4/refill_tool/
- Skill-Tree: We need some form of a SkillTree/SkillSystem. One possibility would be: https://www.reddit.com/r/EscapeToMars/comments/h0axro/skill_menu_example/ (I´d prefer /navi pages )