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Bug fix in LightmapRenderer — Now water attenuates sunlight, new creature attribution: religion sphere
Former-commit-id: fd200afabaf318bec060a8fea9eb82da6f105aad Former-commit-id: e035368f4d6d589bdb6822301fee763eb00df984
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== CHALLENGING, NOT PUNISHING https://www.youtube.com/watch?v=ea6UuRTjkKs
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1. CONSISTENT RULES
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- No arbitrary unstoppable death
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== CHALLENGING, NOT PUNISHING == https://www.youtube.com/watch?v=ea6UuRTjkKs
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2. Player's skill involved
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- Can play around, not restart
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1. CONSISTENT RULES
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- No arbitrary unstoppable death
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3. Usability of in-game tools
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- Players should be able to 'regret' their strategy and adjust.
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2. Player's skill involved
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- Can play around, not restart
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4. Comfortable control
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3. Usability of in-game tools
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- Players should be able to 'regret' their strategy and adjust.
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5. Make players overcome the challenge, not defeating them
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4. Comfortable control
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6. Let players have "aha" moment when they failed.
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- Make them hungry to retry with new strategies.
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- Some small things they've could done differently
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- e.g. "One-big-hit didn't worked, may I should've picked up high DPS one"
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5. Make players overcome the challenge, not defeating them
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6. Let players have "aha" moment when they failed.
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- Make them hungry to retry with new strategies.
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- Some small things they've could done differently
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- e.g. "One-big-hit didn't worked, may I should've picked up high DPS one"
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== MORE DEPTH, LESS COMPLEXITY https://www.youtube.com/watch?v=jVL4st0blGU
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== MORE DEPTH, LESS COMPLEXITY == https://www.youtube.com/watch?v=jVL4st0blGU
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1. Memorise less!
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- Less burden to, even starting the game
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- Start with gentle learning curve, getting slowly steep
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- Intuitive UX (UI, control, ...)
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- Good tutorial = lessens complexity
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1. Memorise less!
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- Less burden to, even starting the game
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- Start with gentle learning curve, getting slowly steep
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- Intuitive UX (UI, control, ...)
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- Good tutorial = lessens complexity
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2. Intuitive!
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2. Intuitive!
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3. Calculations per second
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- reduce!
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3. Calculations per second
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- reduce!
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4. Players have to know everything to even begin the play == FAIL (irreducible complexity)
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- Make them get familiar with rules of the game
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- Dwarf Fortress failed this!
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4. Players have to know everything to even begin the play == FAIL (irreducible complexity)
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- Make them get familiar with rules of the game
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- Dwarf Fortress failed this!
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== Lots of things players play with (aka don't make them bored)
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== Lots of things players can play with (aka don't make them bored) ==
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- Combat, battle, building, mechanics, adventure, dungeon explore, spelunking
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- Not scaled; easy combat, tough combat, tedious combat, etc.
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== Achieving perfect imbalance https://www.youtube.com/watch?v=e31OSVZF77w
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== Achieving perfect imbalance == https://www.youtube.com/watch?v=e31OSVZF77w
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- Make sure no matter how you skilled, your playable character cannot be good at everything
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- Give players __wide pool of options__ to solve problem
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(kill the boss, defend their adobe, fast transportation, etc.)
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##*=- What feeling do you want to convey to the player?
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-=*## What feeling do you want to convey? ##*=-
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== Always think WHY would you want to add _something_ on the game
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- e.g. Why you are adding RPG leveling system?
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== Always think WHY you want to add _something_ on the game ==
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- e.g. Why are you adding RPG leveling system? What it would do to the players? How would they play with?
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See also:
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HEARTS, CLUBS, DIAMONDS, SPADES: PLAYERS WHO SUIT MUDS
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See also: HEARTS, CLUBS, DIAMONDS, SPADES: PLAYERS WHO SUIT MUDS
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====================================
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* Friendlier version of Dwarf Fortress Adventure mode
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- Yet _lots of fun_
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- Add Fortress mode features by 'make your own settling'
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- Hard to actually die, but once you die, you're done.
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+ Config: imtooyoungtodie for easy mode
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== Friendlier version of Dwarf Fortress Adventure mode ==
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- Genre: Adventure, Open world (towns in RPG, building, town managing (conquer existing one or
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you build one and persuade existing people to move in) -> See Dwarf Fortress and Animal Crossing)
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- Yet _lots of fun_
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- Add Fortress mode features by 'make your own settling'
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- Hard to actually die, but once you die, you're done.
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+ Config: imtooyoungtodie for easy mode
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- Genre: Adventure, Open world (towns in RPG, building, town managing (conquer existing one or
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you build one and persuade existing people to move in) -> See Dwarf Fortress and Animal Crossing)
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* Adventure: adventure this vast—5,5 km wide—world, discover new (and good/horrible) things
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* Open world:
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- Building: building your own houses, structures, etc.
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- Town managing:
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1. Build your own little hamlet and manage it
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or-
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2. Conquer existing one and become a ruler
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The town is a special hamlet that can be tailored for your taste
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- Survival:
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mobs will trying to attack your assets (yourself, your hamlet, your people)
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== Side view ==
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* Adventure: adventure this vast—5,5 km wide—world, discover new (and good/horrible) things
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== Interact menu w/ mouse right ==
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* Open world:
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- Building: building your own houses, structures, etc.
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- Town managing:
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1. Build your own little hamlet and manage it
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or-
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2. Conquer existing one and become a ruler
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The town is a special hamlet that can be tailored for your taste
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- Survival:
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mobs will trying to attack your assets (yourself, your hamlet, your people)
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* Side view
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* Interact menu w/ mouse right
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* Pixelated sprites
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== Pixelated sprites ==
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- Use 2x sprites if rotating does not work well
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== User experience ==
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### User experience ###
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* Indicative mouse cursor
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* Indicative mouse cursor
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== Game mechanics ==
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### Game mechanics ###
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* 24 pixels == 1 metre
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* 24 pixels == 1 metre
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== Purpose of the game ==
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### Purpose of the game ###
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* Boss
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- Will be mentioned/shown as absolute _evil_.
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- But actually is not.
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* Theme
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- Is an evil really really is what we think?
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- Is there a thing as 'absolute evil'?
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* Boss character
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- From debugger character
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- Name key: "Sigriðr hinn Dróttningin" (can be changed)
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* Little setting
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- A ruler, hated by people
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* Mechanics
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- Beating boss does not ends the game, but grants an ability to
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create new character as it.
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### Making sprite ###
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* Layers
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- (Optional) Hair foreground
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- Right arm dress
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- Right arm body
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- Dress
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- Boot right
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- Boot left
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- Body
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- (Optional) Hair accessory
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- Hair
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- Head
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- Left arm dress
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- Left arm body
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- (Optional) SFX
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* Size
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- Regular sprite 'height' (hitbox height) : 40 px
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- Apparent height may vary
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### Chargen ###
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* Select hair, colours, then compile them into single spritesheet
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* NO gender distinction, but have masculine/neutral/feminine designs (in clothing, hairstyles, etc.)
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* Colour: 4096 colours (12-bit 0x000 - 0xFFF)
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* Base mass: 60 kg
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* Boss
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- Will be mentioned/shown as absolute _evil_.
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- But actually is not.
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* Theme
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- Is an evil really really is what we think?
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- Is there a thing as 'absolute evil'?
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* Boss character
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- From debugger character
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- Name key: "Sigriðr hinn Dróttningin" (can be changed)
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* Little setting
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- A ruler, hated by people
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* Mechanics
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- Beating boss does not ends the game, but grants an ability to
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create new character as it.
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@@ -1,45 +1,96 @@
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* Weapon tier
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== Weapon tier ==
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Natural / Common Stone -> Copper -> Iron -> Silver -> Titanium
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Forging --------------> Steel --------^
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Exotic ('elven') Glass Aurichalcum
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Special (something 'adamant') ??? (Use material spec of CNT, tensile strength 180 GPa)
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Natural / Common Stone -> Copper -> Iron -> Silver -> Titanium
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Forging --------------> Steel --------^
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Exotic ('elven') Glass Aurichalcum
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Special (something 'adamant') ??? (Use material spec of CNT, tensile strength 180 GPa)
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= Metal graphics
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- Gold: Hue 43, low Saturation
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- Aurichalcum: Hue 43, mid-high Saturation
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- Copper: Hue 33,
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- Copper rust: Hue 160
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- Iron rust: Hue 21
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* Metal graphics
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== Size variation ==
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Gold: Hue 43, low Saturation
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Aurichalcum: Hue 43, mid-high Saturation
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Copper: Hue 33,
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Copper rust: Hue 160
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Iron rust: Hue 21
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Race base weapon/tool size <- 10 [kg]
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Size tolerance <- (50% * str/1000), or say, 20%
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If the size is bigger than tolerable, weapon speed severely slows down, tools become unusable
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if use time >= 0.75 second, the weapon/tool cannot be equipped.
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Small weapons/tools gains no (dis)advantage
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When drawing: scale by (craftedWeaponSize / baseWeaponSize)
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Crafted tool/weapon size is dependent to the baseRaceMass.
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* Size variation
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== Gemstone tier ==
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Race base weapon/tool size <- 10 [kg]
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Size tolerance <- (50% * str/1000), or say, 20%
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If the size is bigger than tolerable, weapon speed severely slows down, tools become unusable
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if use time >= 0.75 second, the weapon/tool cannot be equipped.
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Small weapons gains no (dis)advantage, tools become unusable
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Crafted tool/weapon size is dependent on the baseRaceMass.
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Topaz -> R·G·B -> Diamond·Amethyst
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* Gemstone tier
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== Colouring ==
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Topaz -> R·G·B -> Diamond·Amethyst
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* Colouring
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Natural: Use 4096
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Magical/Surreal: Use 24 Bits
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Natural: Use 4096
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Magical/Surreal: Use 24 Bits
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= Colouring of potion
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- Randomised, roguelike fashion
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- Choose Col(R40, G40, B40) from set of finite cards:
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39, 39, 19, 19, 0, 0
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- MULTIPLY blend chosen colour with white texture
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- MULTIPLY blend chosen colour with white texture
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== Roguelike identity ==
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= Randomised things
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- E.g. potion
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Lime-coloured potion
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First play: "Potion (???)"
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After drank: "Potion (Healing)" is revealed.
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Second (new) play: "Potion (???)"
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After drank: "Potion (Neurotoxin)" is revealed.
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== Making sprite ==
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* Layers
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- (Optional) Glow
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- (Optional) Hair foreground
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- Right arm dress
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- Right arm body
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- Dress
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- Boots
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- Body
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- (Optional) Hair accessory
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- Hair
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- Head
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- Left arm dress
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- Left arm body
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- (Optional) SFX
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* Size
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- Regular sprite 'height' (hitbox height) : 40 px
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- Apparent height may vary
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== Chargen ==
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* Select hair, colours, then compile them into single spritesheet
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* NO gender distinction, but have masculine/neutral/feminine looks (in clothing, hairstyles, etc.)
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* Colour: 4096 colours (12-bit 0x000 - 0xFFF)
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* Base mass: 60 kg
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== Custom pattern making ==
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- Players can create their own décors (hang on wall), dresses.
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- Two looms (216 colour mode, 4096 colour mode)
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@@ -1,4 +0,0 @@
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* Drawing
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- Players can create their own décors (hang on wall), dresses.
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- Two looms (216 colour mode, 4096 colour mode)
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