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Starting base with a large but finite supply of basic robot parts #35

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byorgey opened this issue Sep 22, 2021 · 6 comments · Fixed by #361
Closed

Starting base with a large but finite supply of basic robot parts #35

byorgey opened this issue Sep 22, 2021 · 6 comments · Fixed by #361
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C-Moderate Effort Should take a moderate amount of time to address. G-Design An issue having to do with game design. G-Entities An issue having to do with game entities. G-Robots An issue having to do with robots. S-Nice to have The bug fix or feature would be nice but doesn't currently have much negative impact. Z-Feature A new feature to be added to the game. Z-User Experience This issue seeks to make the game more enjoyable to play.

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@byorgey
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byorgey commented Sep 22, 2021

Right now, the base can build infinitely many robots with basic devices: a detonator, grabber, solar panel, and treads. However, it is a bit unrealistic that we can make infinitely many of these. Well, not that the game is realistic, but you know what I mean. It might be worth considering instead:

  • Do not any longer install those devices on robots by default; they must be available in the inventory just like any other device.
  • Start the base out with a large number (100? 500? 1000? maybe the number depends on the difficulty level? maybe different numbers of different devices, e.g. fewer detonators than treads?) of these devices, so that at the start of the game the user can construct a bunch of basic robots "for free", but will eventually have to think about producing more of these devices.
  • In order to make this work, we also have to come up with recipes for these devices, and think carefully about how to balance the depth and difficulty.
@byorgey byorgey added Z-User Experience This issue seeks to make the game more enjoyable to play. Z-Feature A new feature to be added to the game. C-Moderate Effort Should take a moderate amount of time to address. S-Nice to have The bug fix or feature would be nice but doesn't currently have much negative impact. G-Entities An issue having to do with game entities. G-Design An issue having to do with game design. labels Sep 22, 2021
@byorgey
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byorgey commented Sep 22, 2021

Maybe there should even be an entity for "robot chassis" with its own recipe, and building a robot requires one of those along with whatever devices it needs.

@abyo
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abyo commented Sep 27, 2021

  • I'll agree that having to install those devices manually would allow for more customization. If we assume that Mechanisms for world exploration & discovery #49 add fog of war, we can use a robot for exploration only (no need for a grabber)? Besides, assuming program command #22 allowing us to have full control on the robot, we don't necessarily need a detonator since we can re-use it for multiple collecting tasks.
  • When it comes to the number of robots/devices by default, if we can re-use the robot for multiple tasks (program command?), I'd suggest having no more than 50 (more or less depending on difficulty) robots and fewer grabber devices maybe?
  • I suggested a recipe in Add iron to allow more advanced recipes #93 but not making them too easy to produce would be great in my opinion.

@byorgey
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byorgey commented Sep 29, 2021

This becomes especially important if we restrict the use of the view command until later, as in #17 . Then there would be no way to see and read about all the devices that get installed on robots by default. If they were simply in the base's inventory to start then you could read about them before installing them on some robots.

@byorgey byorgey changed the title Consider starting base with a large but finite supply of basic robot parts Starting base with a large but finite supply of basic robot parts Oct 8, 2021
@byorgey
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byorgey commented Feb 16, 2022

I think we should first generalize challenges to be a way to describe the starting conditions for any game (see #296) --- then we don't have to have magic numbers built into the code to say what the base's starting inventory should be; we would just have a file describing classic mode, including the base's starting inventory. Or even multiple files with different levels of difficulty.

@byorgey byorgey moved this to Todo in Alpha release Mar 14, 2022
@byorgey byorgey moved this from Todo to Blocked in Alpha release Mar 19, 2022
@byorgey byorgey added the G-Robots An issue having to do with robots. label Apr 29, 2022
mergify bot pushed a commit that referenced this issue Jun 4, 2022
Generalize challenges + various modes to all be "scenarios" which are described by `.yaml` files in `data/scenarios`.  

- Both challenges and classic/creative modes are now subsumed under the more general notion of "scenarios".
- A scenario describes how to set up the world etc. when starting a game; all scenarios are stored in a `.yaml` file in `data/scenarios`.
- "New game" menu item now lets the user choose a scenario.
- Some small improvements to the way seeds are handled.

See #296.  This will enable #35 and #25 .
@byorgey byorgey moved this from Blocked to Todo in Alpha release Jun 4, 2022
@byorgey byorgey self-assigned this Jun 4, 2022
@xsebek xsebek mentioned this issue Jun 8, 2022
@byorgey byorgey moved this from Todo to In Progress in Alpha release Jun 10, 2022
@TristanCacqueray
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A related confusing thing is that default devices installed on build can be salvage infinitely. In particular, it's a bit odd that the base does not have treads, but they can easily be acquired by salvaging a nearby robot early on. To avoid that, could we change the salvage output to filter out the default devices?

@byorgey
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byorgey commented Jun 19, 2022

I agree. That will be fixed once we merge #361 since there will be no such thing as "default devices" any more.

@byorgey byorgey moved this from In Progress to PR in Alpha release Jul 1, 2022
@mergify mergify bot closed this as completed in #361 Jul 2, 2022
mergify bot pushed a commit that referenced this issue Jul 2, 2022
There is no longer a list of "default devices" which can be generated out of thin air.

Closes #35.
Repository owner moved this from PR to Done in Alpha release Jul 2, 2022
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Labels
C-Moderate Effort Should take a moderate amount of time to address. G-Design An issue having to do with game design. G-Entities An issue having to do with game entities. G-Robots An issue having to do with robots. S-Nice to have The bug fix or feature would be nice but doesn't currently have much negative impact. Z-Feature A new feature to be added to the game. Z-User Experience This issue seeks to make the game more enjoyable to play.
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