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aloneinspace's Issues

Inventory

I was pretty impressed by X@Com's inventory management (Cataclysm-DDA has a similar one). It's components were thus:

  1. Items have weight and bulkiness (bulkiness is slots)
  2. Character inventory consists of a set of containers. Each container has a slot capacity.
  3. Character strength limits weight capacity. Weight over capacity causes actions to take longer
  4. Certain slots are tied to certain actions--main hand ("Right hand" in X@Com, which seems discriminatory honestly) is where things need to be to be used (including weapons)
  5. Transferring into and out of containers takes an amount of time that depends on the container.
  6. The ground is its own container with very large bulk capacity.

Make maps like a ship, not a dungeon

Currently it starts with walls and cuts out tunnels. It should start with space, make walls around sections of it, and fill those with air ("not space" being both an easy way to demarcate where tunnels have already been made, and also important later when things need to breathe)

Inventory

I was pretty impressed by X@Com's inventory management (Cataclysm-DDA has a similar one). It's components were thus:

  1. Items have weight and bulkiness (bulkiness is slots)
  2. Character inventory consists of a set of containers. Each container has a slot capacity.
  3. Character strength limits weight capacity. Weight over capacity causes actions to take longer
  4. Certain slots are tied to certain actions--main hand ("Right hand" in X@Com, which seems discriminatory honestly) is where things need to be to be used (including weapons)
  5. Transferring into and out of containers takes an amount of time that depends on the container.
  6. The ground is its own container with very large bulk capacity.

UI Framework

Right now, just the map is displayed. The general roguelike UI is space on the bottom for message history and such, and space on the side for player statistics--alternatively, everything goes on the right and the left is a square map space (possibly with the last message displayed at the bottom).

Consolidate libtcod knowledge

Right now, a lot of stuff has to know about libtcod. I should be able to generalize that away within things like maps and whatnot.

Game Text

One thing that would be fun to see explored is more incorporation of the UI text into a game's mechanics. Roguelike games aren't known for being text-heavy, but the text they do have can be a really good way to incorporate the player more fully into the world--note cute little touches in DCSS like changing "walking" to "slithering" if the player is in a snakelike form. It might be fun to take this further--word transpositions if the character is low on sleep (or arbitrarily wrong, or fuzzy-appearing numbers), extreme narrative shifts for different character species, interjections from alternate personalities, that sort of thing. Especially if I really end up exploring the concept of "loneliness", it might be fun to play with a slowly shifting mind alteration based on a tendency for isolated humans to become crazier.

Species: Human

This is presumably the default. I can't really make it more special until I have context, but I'll put it here to remind me of that.

Time

Some concept of slices of time, time taken by actions, and so on.

I will probably implement this as a counter that ticks down each game cycle that brings up actions. Some thoughts for the future:

  1. variable length actions (increment counter by different amounts)
  2. the ability to interrupt actions (windows of interruption, awareness states)

Make maps more like a ship

Right now, it's random rooms with walls, connected with random tunnels. Step two will be to impose some order--airlock areas, maybe some sort of nacelle thing, whatever.

Make air

Air in a square will probably be composed of parts eventually, but can probably just have a "pressure" gauge and an "O_2" gauge for now. Mixing and pressure will be a stretch goal

Input framework

Generalize input a little bit--add modes, assign input methods to entities that can accept them, etc.

  1. "menu" mode vs "play" mode
  2. pull keys from a file
  3. Give mobs references to input so they can accept from that input on their turns

Inventory

I was pretty impressed by X@Com's inventory management (Cataclysm-DDA has a similar one). It's components were thus:

  1. Items have weight and bulkiness (bulkiness is slots)
  2. Character inventory consists of a set of containers. Each container has a slot capacity.
  3. Character strength limits weight capacity. Weight over capacity causes actions to take longer
  4. Certain slots are tied to certain actions--main hand ("Right hand" in X@Com, which seems discriminatory honestly) is where things need to be to be used (including weapons)
  5. Transferring into and out of containers takes an amount of time that depends on the container.
  6. The ground is its own container with very large bulk capacity.

Species: AI

Fiddling around with cameras got me thinking about a play mode where you don't really have your own sensory apparatus, but have to make use of those of the things around you.

A possible sequence:

You're the janitorial AI on the ship that has suddenly pushed the right bit of space dust into your garbage bin, causing you to break out of your normal janitorial routine. You do some calculating and figure out that something seems different--many of the cameras you use in your routine work are off, and the systems and bots that normally respond to your signals are not responding. Using the cameras you have, and the very simple sweeper bot you control, can you gain control of the ship and send it elsewhere? Can you find a suitable vessel for your consciousness to go from place to place (or, can you exploit flaws in other ship's communications protocols to transfer yourself over that channel, and do it before the ship can figure out what's going on?)

Doors

They open! They close! Should be two types:

  1. Doors like regular roguelikes. These are probably understood to be opened by proximity sensors or hand panels or something (we'll want to specify exactly which later as the interactions become complex). They'll either open when you move into them, or when you're next to them--I haven't decided.
  2. Bulkhead doors that only open from control panels, and empty into the vastness of space.

Death

I probably won't bother with combat for a while, but death is key. The first way to die will probably be from air loss.

Death

I probably won't bother with combat for a while, but death is key. The first way to die will probably be from air loss.

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