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Long term plans #80

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CasimirKaPazi opened this issue Jan 9, 2022 · 0 comments
Open
15 tasks

Long term plans #80

CasimirKaPazi opened this issue Jan 9, 2022 · 0 comments

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@CasimirKaPazi
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CasimirKaPazi commented Jan 9, 2022

This is a list of ideas/intentions (not plans) for future development of the game. I collect them here as reference instead of individual issues.

Stages of development:

  • Be up to date with most of MTG so that almost all mods designed for MTG also work with Voxelgarden.
  • Finished and polished basic game (i.e. what MTG once wanted to be).
  • Technological progression with ways to automate various kinds of work.
  • Develop a story and world on which to base future development. I.e. a narrative similar to MCs End which adds secrets to explore. For example, the player is woken from cryosleep, finds remains of a long past apocalypse and can search for hints in ruins to discover what caused it.

Rough feature ideas:

  • Levers, turning axis and some standardized way to transmit physical force from node to node. As a basis for simple machines. i.e. Mesecons, but for mechanics and without being overpowered.
  • The pickup mod (already in prototype) would allow to carry filled chests from place to place or nodes that can be dug, but only carried (e.g. a kind of companion cube). This is hard to do with protection and node metadata. Also, which nodes should you be able to pick up?
  • In the retro style it should be possible to place more of the craftitems. Ideally with some uses to them. See placeitem.
  • Better finite liquid and a way to transport them (waterworks mod by FaceDeer).
  • Extend falling for nodes so that it can go up and allow things to float up in liquids but fall down in air.
  • Edge mod (already in prototype) that creates a haze at the edges of the world. When player go into it, they come out at the other side of the world, or fall from the sky if they go past the bottom of the world. This eliminates hard map boundaries and turns the world in a 4 dimensional torus.
  • Plant domestication. Start with the wild variety of a crop, which drops wild seeds, but rarely seeds of a more domesticated variant. The new one yields more and grows faster. With about 2 to 4 iterations.
  • heat/cold or some other reason to build houses (other than MC-like Zombie invasion), see Exile for reference.
  • biomes for mgv7 floatlands
  • consistent concept for mob spawning (and more mobs)
  • replace looked chests and doors with a "lock" mod, where locks can protect any single node.
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