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internal.txt
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internal.txt
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slot 2: defaults
slot 3: c-area + more item rando
slot 4: area + "everything" (and a shade)
-------------------------------------------------------------------------
Next
-------------------------------------------------------------------------
- Issues
- Collected items don't appear right on new saves until you've saved and refreshed the page
- more visible player room
- have to refresh for shade search (push updates to save data to browser)
- item search shows irrelevant items as not gotten
- taking elevator/etc. doesn't mark transition as visited
- routing 2.0
- get stag working right
- options
- benchwarp (off, discovered, all (spoilers))
- dream warp
- avoid room list?
- text description of calculated route
- push to in-game HUD
- option to show/hide/where?
- fix path rendering (animated glow) when there's multiple paths between two rooms (e.g. Deepnest_01b and Deepnest_02 no room rando)
- view layout that linearizes your selected route
- data issues:
- split room door ids on Hive_01 are wrong
- needs to know what side has bench Hive_01, Ruins1_18
- Ruins2_03 doens't show the grub? Or, it's on the wrong side?
- Crossroads_01 "has a bench"
- Item viewing
- show all items near mouse, in some cases v close or on top of each other
- also, shops
- test item view set to "relevant"
- do irrelevant items still get recorded?
- do something with the flickering when hovering over a room near the bottom of the screen?
-------------------------------------------------------------------------
Unsorted
-------------------------------------------------------------------------
- look into framerate
- nn Firefox is faster than Chromium, item icons+filter and cross-island links make it worse
- either ignore it or three.js, probably
- just show irrelevant items as irrelevant, never mind if you got it or not
- own icon, can see if you select the view option
- names: "Mimic Room", Midwife
- add benches in trams...somehow?
- show if room has bench in room hover or give bench a more visible icon
- unmatched transitions?
- select shade room on death (if no selection)
- collapsible settings menus
- use randomizer's logic when planning routes
- zoom at least x amount when framing a room
- arrow keys+enter for search box
- icons for rooms
- mark shade room
- PlayerData.instance.shadeScene
- color door we used to enter
- color recently taken transitions/rooms
- stronger relative positions next to user's room
- things that aren't "close" to our current room shouldn't appear close visually
- search rooms by icon
- where I died
- and automatically draw a route to shade
- Room position stability:
- dampen room moevement if it didn't just join?
- the inward jutter some nodes experience when we add data. What's causing that?
- stronger relative positions on "many connection" rooms
- stronger/more distant repulsion to things we aren't graph close to
- stay close to src room if dead end
- align with doors instead of centers
- metadata
- missed item flag/icon
- times visited room?
- maybe only after you have map for the area?
- icons for rooms:
- automatically mark: transport (elevators, stations, tram, dram connection), benches, darkness, shops
- user-applied icons
- all doors used
- all items collected
- shade
- dream warp
- Spoilers: give hint
- See: JSON.parse(data.saveData.PolymorphicModData.RandomizerMod).StringValues._orderedLocations
- next in progression or specific item, save given hints to a log
- Button to select a nearby room with unvisited transition
- travel history?
- pathfind to nearest mark of given type
- based on route, could show an in-game arrow pointing to the target transition in question
- Select room for name and stats (num transitions visited/unvisited, items found/not found (or count of not found if no spoilers))
- as you reveal the map, things end up in funny places, the hub isn't cenetered in island
- Sliders to adjust room align forces/radii
- record what an item is if we get near it but don't collect it? e.g. essence trees?
- replace the rotated square with a letter or icon once you know (maybe hotload the .pngs from the Randomizer mod)
- Jumbled mess
- tune door constraint, much stronger repulsion if inline on the wrong side, less force if off-axis at a distance
- try turning off "keep apart" constraints for a warmup period then turn them back on
- try sinking cross-island links to an outer circle, then jump to other islands from there?
- constrain islands to circles with dynamic and cross-simulation influenced radii?
- copy forces to keep objects inside to push on the circle radius, counteract it with forces from the inter-island interactions
- maybe show where you are and your target is, if offscreen (little this-a-way arrows)
- goals/stats
- collapsible box
- Stats summary
- dreamer status
- pantheon/boss status summary
- # of mask shards, grimm flames, grubs, essencecharm notch, ore, vessel fragments, charms, stags
- geo and geo in relics (and geo spend?)
- key abilities (focus, nail, dash, spells, etc)
- "randomizer percent" (num checks/cleared checks)
- checkboxes for common goals: any%, grubs, pantheon, 112%, moth evaportaion
- show status toward each goal (e.g. 5/46 grubs, 2/3 dreamers, boss count and which you do/don't have)
- "give hint" button skips things that aren't in your goals
- show rando seed (and settings?)
- "balance" section
- options:
- only show completion stats with world sense
- enable/disable room routing (off/auto/on, auto enables for room rando)
- In-game maps reveal info
- Show grub locations when you have the collector's map (or unveil item data)
- Area maps: show all rooms for area, and transitions between rooms that we have maps for)
- or maybe just reveal 40% of nearby rooms if room rando (Cornifer's maps don't start complete)
- bonus: show where you are in a room when you have wayward compass equipped
- grub map reveals grub items
- Jiji hint egg gives real hints
- Wayward compass shows where in a room you are on the map
- randomizer area vs Cornifer area
- click a door to jump to linked room
- disable long connect lines when things get slow?
-------------------------------------------------------------------------
Wishes
-------------------------------------------------------------------------
- User feedback:
- old/handled
- xx hit the new save file bug
- xx forgot dependency for websockets
- xx found it to kill game performance on another monitor (likely multi-GPU buffer copy)
- xx connections hard to see with long room names in the way (and maybe make room connections have dark "inside" inside the broader white outline)
- xx when selecting a room, ability to zoom to it, or message that you haven't seen it
- xx "it's lagging my computer" "this is pretty awful" - enough so I can see the framerate drop at 2x speed...
- xx Confusion from elevators not being linked
- zz somehow map stopped recording new transitions? Might be because they were reloading the map and the save data is stale bug.
- xx room search:
- only show visible rooms in dropdown (but maybe we just make it easy to see in selection)
- name search
- make dragged rooms stay where dragged a lot better
- color transitions based on logic (if it can be taken with the current loadout)
- performance issues when rendering in cluster layout (perhaps push cluster motion (and DOM update plans?) to web workers)
- map wiggling bug
- make it easier to find yourself "where am I?"
- probably should make hub & distance the default view
- show benches w/Benchwap mod names
- room <-> bench routing
- add room icons/annotation
- hard to see bench, show if has bench in room hover
- support for HK 1.5 + Randomizer 4?
- unmatched transitions?
- rooms start far apart
- use better map icons (Cornifer icons)
- assorted room metadata feedback