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Top-down RPG roguelike

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mechanics:mining

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mechanics:mining [2025/01/22 22:45] – created syntakmechanics:mining [2025/01/24 22:20] (current) photon
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 ====== Mining ====== ====== Mining ======
 ---- ----
-**Mining** is the act of breaking tiles in the world. Everything in //Attune// is made up of tiles, but only some of them can be broken by the player. +**Mining** is the act of breaking [[:tiles]] in the world. Everything in //Attune// is made up of tiles, but only some of them can be broken by the player.  
 + 
 +===== Notes ===== 
 +---- 
 +  * Tiles have health represented by a percentage. 
 +  * Mining speed is determined by two factors: mining speed and mining power. 
 +  * A tile's health is retained in the world (regen overtime?). 
 +  * Ore tiles do not regen health and have more base health than other tiles. 
 +  * The player has a certain amount of 'mining charges'
 +  * The amount of charges determines how many tiles the player can mine before exhaustion can occur. 
 +  * Once the player has mined more charges than the player has, there is an increasing chance for a mining charge to be exhausted each successive tile mined. 
 +  * After a mining charge has been exhausted, the player now has a reduced amount of charges, and less blocks that can be mined before the next charge can be exhausted. 
 +  * An exhausted charge can be refreshed by not mining for some time. 
 +  * If the player exhausts all mining charges, the player can no longer mine and must wait a longer time before the next charge is refreshed. 
 +  * For ore tiles, the charges can be exhausted not after so many tiles have been mined, but after so many hits to that ore tile. 
 +  * ? An ore tile might have a lower chance to exhaust a mining charge since they have more health and the chance activates every hit.
mechanics/mining.1737582307.txt.gz · Last modified: 2025/01/22 22:45 by syntak