3.5 KiB
3.5 KiB
Notes
The owner's to-do list for the game. Add notes anywhere in the lists below. Agents work on them when asked; AGENTS.md says how. Finished items go to "Done, please check" at the bottom and stay there until the owner has checked them in the game and deleted them.
To do
- copper bars go into the furnace. also they shouldnt require the player to press F to collect. instead it should automatically eject ingots below and the player can have a belt there.
- stacking ingots is a little odd, they dont stack neatly. so putting them all in the same place means it will get full but have lots of air space. what can we do about this? WHat in real life might be the solution for storing ingots?
- i have noticed that belts with a big pile on top only move the grains on the top of the stack. the belt should move the whole stack. if this is an issue for performance, maybe a nice solution is to stall the belt when there is too much on it. then the player must build in a way to control the flow to that belt.
- (agent) Written after version 24, which already tried to fix this: carryColumn in src/sim/conveyors.js moves the whole stack, up to 96 grains deep. A one-off headless check of a tall heap moving together passed then (it was not kept as a suite test), so the real game must differ from that check somehow. Reproduce it in the game first (tools/shot.py, or play it), then add a suite test that fails, then fix.
- instead of full description on to left for build menu, mouse hover reviels a new info popup. organize the popup look so its nice and easy to read the information.
- dont need the short description in the build menu if we have a hover info popup.
- lets think about how best to design the factory products. basics are normal smelting ore, refining, etc. but the actual export products could be like real construction materials. materials that a real construction site might need.
- the world still seems quite small. i dont know if thats because the bot moves so fast, the bot can mine too fast, or the grains should be smaller... i would like to make the worl seem huge to the player and give them loads of resources to mine for a long game. as is, you could mine all the resources from the map pretty quickly and end up having to start a new world and new game as a result. or maybe there is some other solution that i havent thought of yet. need to brainstorm this.
Future features and ideas
- we can add more exotic/sci-fi ish ores and materials for more late game.
- add more world generation options in new world creation and some presetsa Presets like different planet environments and all. Trees, water, dirt, all that could look different too.
- lets talk about upgrades to the res drill. currently we have a bit mold. but that doesnt really make sense for the res drill. lets redesign the whole upgrades functionality anyway.
Done, please check
- for the build menu, add shift + q/e to move tabs.
- (agent) Shift+Q and Shift+E switch build-menu tabs, wrapping at the ends; each tab remembers the piece you last chose in it. Plain Q/E still cycle pieces. The keys are in the menu hint and the notebook's controls list.
- in the build menu, having the "g pick" there is confusing. im not sure if it should be there or not. also middle mouse the default for pick is better, g shouldnt even be used at all, its too far from the normal keys people use around wasd. maybe later for something less used.
- (agent) G does nothing now and is free for something later. Middle mouse picks, and the menu hint, build card and notebook controls list say so.