I think you are in the right way to make this great game an even more greater game. Beginning on my first post I would thank you for creating a game like what I've dreamed of.
Now the suggestion of my dreams:
I would put some physics transformation in the game using the block particle system. Explained in detail bellow:
Calorimetry (Heating/Cooling)
All the blocks would have two new calorimetry variables that ever tends to be balanced (equal): block temperature and environment temperature. Every time there is no balance between then (environment temperature changes), the block temperature change slowly or quickly accordingly to the delta between then until it get balanced again.
There are only a few possibilities and rules that affect the environment temperature of the blocks:
1. The height of the block based on sea level
2. Artificial block source of heating/cooling: Fire block, Smelt iron/gold/"silver" block, lava block
Artificial block source of heating/cooling:
Artifial sources of heating would be represented by blocks (of fire, lava, melt iron, etc) or minor blocks that emits a radius of heating/cooling by irradiation (like the light radius algoritm...) So, the closer is any other blocks from the source, hottest/coolest is its "environment" temperature.
Lets place some examples:
Supposing the at sea level the default environment temperature is 20C and a -1C each block high:
- A block of water at sea level would have its block temperature variable also in 20ÂșC and would be in a liquid state.
- A block of water on top of a montain 40 blocks high would have its block temperature at -20C (20-40) and would be in a solid state water/ice block with balanced temperatures (environment and block) of -20C and vice versa.
- If I bring some water at sea level to the top of a mountain too fast, the water would reduces its temperature slowly from 20 to -20(enviorment) based on the difference (40C) chaging to ICE and solid state when its block temperature reach 0C and lower. That would also apply to heating using an artificial source of heating that can change the enviorment natural temperature of water blocks to something above 100C and after some time (when the block temp reaches 100C) its state change to gas like a block of cloud (gas phase, able to trespass) rises and disappear (in the ceiling of a room or 10 blocks high)
That suggestion would also apply to other types of material (iron, gold, etc). We also know that some materials dont melt (liquid state), instead would burn to an irreversible state such as: wood, grass, sand, wool, food. For that case, those kind of materials by changing its temperature after some level it would change then to an limited time artifical fire source, until it transforms into smoke, rise and disappear (in the ceiling of a flor or 10 blocks high) or change irreversibly to another type of solid material (wood -> fire -> charcoal, grass-> fire -> dust, sand -> fire -> sand block, etc).
With that approach would be possible to create fire cascading, so when I put (with touch, fire on green grass or a tree(or anything burnable) when its heat gets over some level) it creates fire that can artificially heat other burnable close blocks propagating until the player stops its by action (digging dirt around it, hitting it hard, using water, or something of the like). To counter any cascading to the world problem, if a fire gets bigger than some units, a forced rain would put and end to that.
Now just some considerations to make that possible:
To make this algoritm fast and not expensive all the environment should be randomly built based on the calorimetry balance, in other words, only process the calculations and transformations when the player changes that balance.
That would put an unique and unprecedented dynamic to the game and could be a kick start to change all the way of crafting items base on the furnace, closely to a real world like system
Finally, sorry for my poor english and hope my suggestion be appreciated by you all.
Now the suggestion of my dreams:
I would put some physics transformation in the game using the block particle system. Explained in detail bellow:
Calorimetry (Heating/Cooling)
All the blocks would have two new calorimetry variables that ever tends to be balanced (equal): block temperature and environment temperature. Every time there is no balance between then (environment temperature changes), the block temperature change slowly or quickly accordingly to the delta between then until it get balanced again.
There are only a few possibilities and rules that affect the environment temperature of the blocks:
1. The height of the block based on sea level
2. Artificial block source of heating/cooling: Fire block, Smelt iron/gold/"silver" block, lava block
Artificial block source of heating/cooling:
Artifial sources of heating would be represented by blocks (of fire, lava, melt iron, etc) or minor blocks that emits a radius of heating/cooling by irradiation (like the light radius algoritm...) So, the closer is any other blocks from the source, hottest/coolest is its "environment" temperature.
Lets place some examples:
Supposing the at sea level the default environment temperature is 20C and a -1C each block high:
- A block of water at sea level would have its block temperature variable also in 20ÂșC and would be in a liquid state.
- A block of water on top of a montain 40 blocks high would have its block temperature at -20C (20-40) and would be in a solid state water/ice block with balanced temperatures (environment and block) of -20C and vice versa.
- If I bring some water at sea level to the top of a mountain too fast, the water would reduces its temperature slowly from 20 to -20(enviorment) based on the difference (40C) chaging to ICE and solid state when its block temperature reach 0C and lower. That would also apply to heating using an artificial source of heating that can change the enviorment natural temperature of water blocks to something above 100C and after some time (when the block temp reaches 100C) its state change to gas like a block of cloud (gas phase, able to trespass) rises and disappear (in the ceiling of a room or 10 blocks high)
That suggestion would also apply to other types of material (iron, gold, etc). We also know that some materials dont melt (liquid state), instead would burn to an irreversible state such as: wood, grass, sand, wool, food. For that case, those kind of materials by changing its temperature after some level it would change then to an limited time artifical fire source, until it transforms into smoke, rise and disappear (in the ceiling of a flor or 10 blocks high) or change irreversibly to another type of solid material (wood -> fire -> charcoal, grass-> fire -> dust, sand -> fire -> sand block, etc).
With that approach would be possible to create fire cascading, so when I put (with touch, fire on green grass or a tree(or anything burnable) when its heat gets over some level) it creates fire that can artificially heat other burnable close blocks propagating until the player stops its by action (digging dirt around it, hitting it hard, using water, or something of the like). To counter any cascading to the world problem, if a fire gets bigger than some units, a forced rain would put and end to that.
Now just some considerations to make that possible:
To make this algoritm fast and not expensive all the environment should be randomly built based on the calorimetry balance, in other words, only process the calculations and transformations when the player changes that balance.
That would put an unique and unprecedented dynamic to the game and could be a kick start to change all the way of crafting items base on the furnace, closely to a real world like system
Finally, sorry for my poor english and hope my suggestion be appreciated by you all.
Thx