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authorDaniel Silverstone <dsilvers@digital-scurf.org>2014-10-20 20:50:52 +0100
committerDaniel Silverstone <dsilvers@digital-scurf.org>2014-10-20 20:50:52 +0100
commit67b776ea3c9af5f0df8ac2fe0664c6075f0dbf2a (patch)
tree4fc14b45ffd1d265f401298ca820fa7a7f83a0b3
parent8ef86642ead656ca5781c5b90246b05c3aa95dbe (diff)
downloadnoctis-67b776ea3c9af5f0df8ac2fe0664c6075f0dbf2a.tar.bz2
Update notes
-rw-r--r--noctis.txt12
1 files changed, 12 insertions, 0 deletions
diff --git a/noctis.txt b/noctis.txt
index 4d80b9b..6e1d7ec 100644
--- a/noctis.txt
+++ b/noctis.txt
@@ -4,6 +4,9 @@ In-world crafting mechanics
Everything is crafted by the player (or crates/droppers/whatever) ejecting
items into the world in proximity to one another, along with a noctis catalyst.
+If we support crates/droppers/whatever then the catalyst will need binding to a
+player somehow (a ritual?)
+
The catalyst is, as all good catalysts are, not consumed in the crafting but
simply facilitates the creation of the item in the world. If more than one
thing can be created, one at a time is processed with at least 1 second between
@@ -113,3 +116,12 @@ like the thaumonomnicon though it's a combination of a research journal with
ideas, and an indexed record of what the player has discovered or theorised to
work. Recipes may not be possible without the requisite knowledge which will
be stored as world data for the player?
+
+Knowledge may be known (written in the book) speculative (written in the book
+but perhaps the effect isn't known) hidden (not written in the book but
+possible if the player tries it by chance) or locked (not in the book, not
+usable at this time).
+
+Things the player has done before are known, knowing new things may unlock
+speculative knowledge or hidden knowledge. The player cannot perform things
+which are not known.