SL21W13: Difference between revisions
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[[SL21W12|◄ SL21W12]] | [[SL21W14|SL21W14 ►]] | [[SL21W12|◄ SL21W12]] | [[SL21W14|SL21W14 ►]] | ||
* | *Bug: Invalid shops should be allowed to open | ||
** | **BUT not allow to buy sell stuff from it | ||
** | **Allows to validate the internals of the shop but not to buy | ||
** | **Clearly mark it being defective in the title bar of the shop<br /> | ||
*BossBar system | *BossBar system | ||
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**Data is all user-dependent & private for now? (except Event), meaning the specific system should inform the bar-system about a change | **Data is all user-dependent & private for now? (except Event), meaning the specific system should inform the bar-system about a change | ||
**As all bar data is based on other systems we will only keep them temporarily ? | **As all bar data is based on other systems we will only keep them temporarily ? | ||
*** | ***Problematic onJoin all bars need to update | ||
*** | ***onReload all bars need to update | ||
*** | ***onSettingChange a bar needs to update | ||
*** | *** | ||
**Possible bossbars: | **Possible bossbars: | ||
*** | ***Fuel ( + Change & Startup-Phase animation ) | ||
*** | ***Energy ( +/- Change based on usage ) | ||
*** | ***Research ( + Change / Status) | ||
*** | ***Event ( Regionally dependent updating, needs ticking system) | ||
*** | ***Effect | ||
*** | ***Tool ( duration, cooldown?) | ||
*** | ***Bot ( duration, cooldown, next usage, travel time?) | ||
*** | ***Travel ( travel time between planets or solar systems? How would be show the surrounding? Maybe a static placeholder world?) | ||
*** | ***("Skill" cooldown, "Skill" duration?) | ||
**Implementation | **Implementation | ||
***As it is all temp-data we could store it directly in the userimpl | ***As it is all temp-data we could store it directly in the userimpl | ||
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****SessionOptions / SessionOptionsFakePod can be used | ****SessionOptions / SessionOptionsFakePod can be used | ||
* | *Respect BurnerState in the fakebars | ||
** Make sure desktop updates correctly on burnerstate change | **Make sure desktop updates correctly on burnerstate change | ||
** Make sure desktop only updates if needed | **Make sure desktop only updates if needed | ||
** make sure the "feel" of the fakebar is correct<br /> | **make sure the "feel" of the fakebar is correct<br /> | ||
// Research: | // Research: |
Latest revision as of 00:01, 3 November 2022
- Bug: Invalid shops should be allowed to open
- BUT not allow to buy sell stuff from it
- Allows to validate the internals of the shop but not to buy
- Clearly mark it being defective in the title bar of the shop
- BossBar system
- Data of bossbar can always be generated from other systems
- Each bossbar takes data from these other systems
- Only update the bars if needed (player wants to see them)
- Data is all user-dependent & private for now? (except Event), meaning the specific system should inform the bar-system about a change
- As all bar data is based on other systems we will only keep them temporarily ?
- Problematic onJoin all bars need to update
- onReload all bars need to update
- onSettingChange a bar needs to update
- Possible bossbars:
- Fuel ( + Change & Startup-Phase animation )
- Energy ( +/- Change based on usage )
- Research ( + Change / Status)
- Event ( Regionally dependent updating, needs ticking system)
- Effect
- Tool ( duration, cooldown?)
- Bot ( duration, cooldown, next usage, travel time?)
- Travel ( travel time between planets or solar systems? How would be show the surrounding? Maybe a static placeholder world?)
- ("Skill" cooldown, "Skill" duration?)
- Implementation
- As it is all temp-data we could store it directly in the userimpl
- We could implement a new type of storage that is only in memory and not saved?
- SessionOptions / SessionOptionsFakePod can be used
- Respect BurnerState in the fakebars
- Make sure desktop updates correctly on burnerstate change
- Make sure desktop only updates if needed
- make sure the "feel" of the fakebar is correct
// Research:
// "RocketBoots" -> Tech RocketBoots + RocketBootsLevel
// Possible research:
// List of researchable things -> Results in technologies given
// Description of the Research
// Research PlayerState
// ResearchProgression
// Player technologies
// Finished research tech ( fastest access )
// Technologies
// Name, Leveling System
// Description of the effect
// Definition of the function ?
// "This will give you a 25% flying boost" (BootsLevel * 2,5%, Level 10)
// Part of TechnologyType definition? (Description + Function)
// Research-speed as an upgrade as well?
// Movement speed upgrade? Active skill with energy
// less fall damage in general
// Path to hoverflying
// 1. Increased jumping ability (using energy)
// 2. Research double-jump // creative fly toggle event
// 3. Tripple-jump research // allows to creative fly as a normal user using fuel & energy
// Archeology / Investigating of special blocks?
// Tools needed to produce cpu silicon from sand could be used to increase the value of sand a lot
// in lategame. For lategame research you need cpu parts. These are dropped only by converting sand with a tool
// This indirectly removes a LOT of sand from the game and increases the value again.
// Phantoms as special mobs that can drop valuable items / research stuff
// Steal items from you if you fish (anti bot)
// - Clean up Research
// - Add Energy / Fuel / Money as research input
// - Define more research
// - reset command for technology & research of a single player
// - screen unresponsive on research, fix that