dacmot / sfcraftguide

A simple craftguide with progressive reveal and sfinv integration
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Awards idea(s) #4

Open Lazerbeak12345 opened 1 year ago

Lazerbeak12345 commented 1 year ago

Since we're talking about awards+craftguide integration recently I've been thinking about what awards would and wouldn't work.

There are a few categories, with sub-categories here:

There are also a few things where perhaps crafting isn't the best detection mechanism for these things. Should my "Cactus Monarch" example from above apply when all parts are crafted, or when all parts are worn? I have this issue with the biome-related recipes right now: the "Grasslands Discoverer" award isn't awarded when you enter the grasslands, but when you punch grass. Most people don't even punch grass. I just shovel the dirt underneath.

The dynamically generated awards are what I personally like more - since there are more results with less work. Naming and textures, however, do prove to be issues. Getting a user-readable mod name isn't easy, nor is determining which mod something is from. Farming or Farming Redo? Mobs Redo or Mobs Animal? What about mods that would make sense to have a localized name? How do we know what they would prefer? In the context of Award images, where do we even start? For simple things the item's preferred inventory display would work, but what about dynamic Mob awards? Cows aren't an inventory thing, and I'm not sure if they're linked to their spawn egg at runtime in a way that would be useful.

See also #3, a suggestion where some of the reward loop is part of the craft guide itself, and could replace some categories, and pair well with others.

I suspect that most of the statically generated awards should be owned either by the mods they are specific to or by a mod dedicated to adding awards for that specific mod.

Lazerbeak12345 commented 1 year ago

See also https://github.com/minetest-whynot/whynot-game/issues/64