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First commit
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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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2. Player's skill involved
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- Can play around, not restart
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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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4. Comfortable control
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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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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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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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== Lots of things players 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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- 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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====================================
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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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* Side view
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* Interact menu w/ mouse right
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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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* Indicative mouse cursor
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### Game mechanics ###
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* 24 pixels == 1 metre
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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': 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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* Height variation option (.85 - .90 - .95 - 1 - 1.05 - 1.10 - 1.15)
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* Base mass: 60 kg
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* Terrarum by Torvald
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Copyright 2015-2016 Torvald. All rights reserved.
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mailto: alswo9628 *at* !gmail! *dot* !com!
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* Simplex Noise Generator, version 2012-03-09 by Stefan Gustavson
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Released as public domain
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out/production/Terrarum_renewed/com/Torvald/Terrarum/Game.class
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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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* 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 15
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* Size variation
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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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"type: excel";
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"id";"name" ;"opacity";"strength";"isFluid";"viscosity";"isSolid";"isWall";"luminance";"drops" ;
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"0";"TILE_AIR" ; "0"; "0"; "0"; "0"; "0"; "0"; "0";"NULL" ;
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"1";"TILE_STONE" ; "8"; "25"; "0"; "0"; "1"; "1"; "0";"TILE_STONE" ;
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"2";"TILE_DIRT" ; "8"; "6"; "0"; "0"; "1"; "1"; "0";"TILE_DIRT" ;
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"3";"TILE_GRASS" ; "8"; "6"; "0"; "0"; "1"; "1"; "0";"TILE_DIRT" ;
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"4";"TILE_PLANK_NORMAL" ; "8"; "12"; "0"; "0"; "1"; "1"; "0";"TILE_PLANK_NORMAL" ;
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"5";"TILE_PLANK_EBONY" ; "8"; "12"; "0"; "0"; "1"; "1"; "0";"TILE_PLANK_EBONY" ;
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"6";"TILE_PLANK_BIRCH" ; "8"; "12"; "0"; "0"; "1"; "1"; "0";"TILE_PLANK_BIRCH" ;
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"7";"TILE_PLANK_ROSEWOOD" ; "8"; "12"; "0"; "0"; "1"; "1"; "0";"TILE_PLANK_ROSEWOOD" ;
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"8";"TILE_TRUNK_NORMAL" ; "8"; "12"; "0"; "0"; "1"; "0"; "0";"TILE_PLANK_NORMAL" ;
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"9";"TILE_TRUNK_EBONY" ; "8"; "12"; "0"; "0"; "1"; "0"; "0";"TILE_PLANK_EBONY" ;
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"10";"TILE_TRUNK_BIRCH" ; "8"; "12"; "0"; "0"; "1"; "0"; "0";"TILE_PLANK_BIRCH" ;
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"11";"TILE_TRUNK_ROSEWOOD" ; "8"; "12"; "0"; "0"; "1"; "0"; "0";"TILE_PLANK_ROSEWOOD" ;
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"32";"TILE_SNOW" ; "8"; "6"; "0"; "0"; "1"; "1"; "0";"TILE_SNOW" ;
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"33";"TILE_ICE_FRAGILE" ; "1"; "1"; "0"; "0"; "1"; "0"; "0";"NULL" ;
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"34";"TILE_ICE_NATURAL" ; "6"; "25"; "0"; "0"; "1"; "1"; "0";"TILE_ICE_NATURAL" ;
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"35";"TILE_ICE_CLEAR_MAGICAL"; "8"; "25"; "0"; "0"; "1"; "1"; "1";"TILE_ICE_CLEAR_MAGICAL";
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Can't render this file because it contains an unexpected character in line 2 and column 12.
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{
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"0": {
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"name": "TILE_AIR",
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"opacity": 0,
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"strength": 0,
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"isFluid": 0,
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"fluidViscocity": 0,
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"drop": "__null",
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"isSolid": 0,
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"isAlsoWall": 0
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},
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"1": {
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"name": "TILE_STONE",
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"opacity": 8,
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"strength": 25,
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"isFluid": 0,
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"fluidViscocity": 0,
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"drop": "item.stone",
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"isSolid": 0,
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"isAlsoWall": 0
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}
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}
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