Created
August 19, 2013 16:05
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Starbound Modding Ideas
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"+" stuff should (hopefully) be easily moddable | |
Uncategorized | |
------------- | |
- in-game multiplayer setup :) | |
- *in-game* Munin integration | |
Animations/Graphics/Sounds/etc. | |
------------------------------- | |
- new melee weapon animations | |
- caveins should make sounds | |
+ more plant growing phases | |
- use the music trick from FTL: Two versions of tracks, one for fighting, the other for not-fighting | |
- more massive ship engine animation on FTL jump | |
- also: Make rotation and acceleration/deceleration animations blend into each other | |
- syllable counting for mouse movement | |
Combat | |
------ | |
- unarmed combat (range: 1 block, low damage, low knockback) | |
- evade mechanic | |
- weapon block mechanic (+ getting knocked back depending on the opponent's attack's knockback) | |
- critical hits when opponent is vulnerable (e.g. in the middle of his/her own attack) | |
Environment | |
----------- | |
- flowing water should move "cave-inable" blocks | |
- stuff should fall down if not attached to anything | |
- cave-ins could affect BG layer as well | |
- cave-ins should cause HP damage (to characters and objects) in case they don't already | |
- falling trees should do damage | |
- trees should fall into the opposite direction from which you're hitting them | |
- stuff could fall from trees when hitting them (explosive fruits etc.) | |
- climbable, swinging vines | |
- collapsing cliffsides | |
- have stuff burn! | |
- fire/warmth/torches melt snow to water | |
Gardening | |
--------- | |
- have gardening require rain | |
- if no rain, no plants grow and they wither instead | |
→ it's useful to keep some seeds as backup | |
HUD | |
--- | |
- HUD modes: | |
+ None (hide all HUD elements) | |
- minimalistic (see below) | |
+ ability to hide pixel/symbol display on the right | |
- have pixel display show up only when picking up pixels | |
+ hide name and portrait (char is on screen anyway) | |
- show only when not full | |
+ show hunger on char instead of hunger bar | |
- tummy rumbling (Humans, Apex, Avians, Hylotl) | |
- creaking (Glitch) | |
- wilting, turning yellowish (Florans) | |
- flickering, turning reddish (Novakids) | |
- alternatively: bursting (unable to contain their essence inside their shell) | |
+ normal (no changes necessary) | |
+ more emotes | |
+ show emotes differently depending on race | |
- have "hearing range" affected by equipment | |
- depending on hearing range, local chat can be shown in the window despite being off screen | |
- if it is off screen, a small indicator shows where the sound comes from | |
Items | |
----- | |
- the matter manipulator is potentially awesome, do stuff with it | |
- make it upgradable: | |
- improved range | |
- quicker mining, makes stuff obsolete | |
- gravgun | |
- ability to put flashlight on the ground for lighting | |
+ flashlight that peters out in water | |
- make stack size depend on type of backpack | |
- brandish polearm (double damage on charge/move/dive/etc. attacks) | |
+ a Z-knuckle-like weapon for punting stuff over ledges | |
- big knockback, small range, big damage, can asplode blocks like nobody's business | |
- chargeable (energy use and knockbacks [of opponent and own character] depends on charge level) | |
+ A STEAM-POWERED VERSION FOR THE GLITCH (emits steam after every hit) | |
- charging this thing takes a while, but it keeps its charge for a while too | |
+ paint brush (like paint tool with low range) | |
+ snowgun, sandgun | |
- lightning attractor | |
+ kote (= "arm shields", Hylotl, only defend against melee, too small for defending against projectiles, except with perk or something) | |
+ night vision goggles! | |
+ smoke/gas grenades | |
+ cupboards! | |
- decoys! | |
- TURRETS! =O | |
Monsters | |
-------- | |
- certain bodyparts confer certain abilities (e.g. axe tail: tail swipe or something) | |
- some monsters attack in the dark only/flee from light/use only ranged attacks from outside the light range | |
- have some monsters be afraid of water (whatever that means) | |
+ for flying monsters: dive attack and flying right back up (harder to hit, butt fun) | |
- have some monster be able to walk on the ceiling | |
- ability to build webs | |
- ability to walk on the background layer | |
- noise attracts curious monsters | |
Movement | |
-------- | |
- crawling | |
- climbing (trees, vines, cliff edges) | |
- moving around in trees in general | |
- hanging from ledges | |
- if your equip/backpack is too heavy: need a second person on the ledge to help you up (ah, the joys of exploring alone) | |
- hiding | |
- mayhaps using a layer between background and parallax (so you can hide behind trees and vegetation) | |
Racial abilities (middle mouse button for active stuff) | |
------------------------------------------------------- | |
- Glitch: | |
+ detach limb (use item in that hand on a distance, only quick actions such as attacking etc., costs energy) | |
- Apex: | |
- prehensile tail (additional hand slot; this might be impossible, frankly, in light of Omni's 2013-08-17 post) | |
- long arms (range improved by 1 block) | |
- Floran: | |
- photosynthesis (2x energy recovery on surface/when there's no BG layer/at daytime) | |
+ health regen on killing/attacking/eating monster (there are no carcasses, though…) | |
- Human: | |
- versatility (+1 tech) | |
+ runner (run faster for short time, costs energy) | |
+ Avian: | |
+ gliding short distances (jump button twice or something) | |
+ religious fervor: quicker swinging, more health, not getting knocked back | |
- Hylotl: | |
+ double swimming speed (costs energy; like running for humans, but in water) | |
+ breathe underwater | |
- Novakid: | |
+ Harden (innate shield, very short, costs energy) | |
Realism/Difficulty | |
------------------ | |
+ torches are too bright | |
- hardcore mode | |
- smaller hotbar depending on backpack | |
- smaller starting inventory | |
- fewer/no chests/pixel caches in "uncivilized" worlds | |
- disallow placing/hitting/mining stuff through walls | |
- place stuff without matter manipulator, but only within reach of character (1-2 blocks tops) | |
- carrying too much stuff affects movement | |
- slower walking, lower jumping | |
- no sprinting, gliding, fast swimming |
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