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Device to give exceptions capability #132

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byorgey opened this issue Oct 1, 2021 · 4 comments · Fixed by #658
Closed

Device to give exceptions capability #132

byorgey opened this issue Oct 1, 2021 · 4 comments · Fixed by #658
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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. S-Moderate The fix or feature would substantially improve user experience. Z-Feature A new feature to be added to the game.

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@byorgey
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byorgey commented Oct 1, 2021

Right now the try and raise commands are available to all robots, but the intention is that there should be a device to give this capability. I don't think it should be available too early in the game. Suggestions welcome!

@byorgey byorgey added Z-Feature A new feature to be added to the game. C-Moderate Effort Should take a moderate amount of time to address. S-Moderate The fix or feature would substantially improve user experience. G-Design An issue having to do with game design. labels Oct 1, 2021
@polux
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polux commented Oct 1, 2021 via email

@byorgey
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byorgey commented Feb 18, 2022

I was thinking of some kind of "time travel" device, but I guess it would make more sense for that to go with #133 . I like the idea of a "stack rewinder", that's pretty literally what an exception does. Or maybe some kind of "catching" device, like a baseball glove or a butterfly net, or something like that...

@byorgey byorgey moved this to Todo in Alpha release Mar 14, 2022
@byorgey byorgey moved this from Todo to Design/clarify in Alpha release Mar 18, 2022
@byorgey byorgey added the G-Entities An issue having to do with game entities. label May 3, 2022
@byorgey
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byorgey commented Jun 13, 2022

I've played through the game a few times after the addition of iron etc. in #373 , and without using exception handling at all, it's very possible to set up some comfortable automatic resource extraction operations to amass on the order of thousands of basic resources (trees, lambdas, bits, copper/iron ore, sand, water, etc.) Exceptions will be particularly useful as a player then wants to expand beyond the initial screen and send robots out to explore (to e.g. be able program robots to deal with running into/going around things in their way). So whatever device we come up with, it should transitively have a large cost, e.g. hundreds or thousands of one or more basic resources.

@byorgey
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byorgey commented Aug 14, 2022

How about just a device called a net (for catching errors)? As for the recipe, I imagine a net has to be made out of a bunch of string. One idea would be:

  • Add a growable cotton entity to the world (mixed in with the flowers + grass currently in the small/soft/natural biome)
  • Add a recipe for producing 1 string from 4 cotton
    • Possibly requiring some kind of catalyst? Like a "spinning wheel"? I don't know if I want to add yet another device though. Maybe we could just require a small motor as a catalyst?
  • A net can then be made from 256 string.

@byorgey byorgey self-assigned this Sep 1, 2022
@byorgey byorgey moved this from Design/clarify to In Progress in Alpha release Sep 1, 2022
byorgey added a commit that referenced this issue Sep 1, 2022
@xsebek xsebek moved this from In Progress to PR in Alpha release Sep 4, 2022
@mergify mergify bot closed this as completed in #658 Sep 4, 2022
mergify bot pushed a commit that referenced this issue Sep 4, 2022
* Add a `cotton` entity that grows in some of the places there used to be flowers
* 4 `cotton` make one `string`, with a `small motor` catalyst.  Currently, `string` serves no purpose except being an ingredient for `net`, but I imagine we can find other fun things to do with `string`s.
* 256 `string` make one `net`.
* A `net` is a device that enables the `try` command.

This is intentionally a bit on the harder side to construct.  You need to set up some good automation to be able to crank out the nets if you want to be able to use `try` on your robots.

Closes #132.
Repository owner moved this from PR to Done in Alpha release Sep 4, 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. S-Moderate The fix or feature would substantially improve user experience. Z-Feature A new feature to be added to the game.
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