Crafting Principles
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Crafting should be intuitive to the player, and shouldn't require a written explanation outside of a small tooltip. Terraria does this via a guide, but this can also be achieved with #758, letting players discover recipes on their own.
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Crafting recipes should make sense and be inspired by real life. If a player wants to make glass, they would think to melt sand in a kiln/furnace, like how it's done in real life.
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Crafting progression should be add-ons to existing blocks rather than a new block entirely, making the structure have to grow as you progress, encouraging the player to make a more dedicated space for them. Examples of this:
These principles may change depending on feedback and changing ideas.
Issues relating to crafting:
- #89
- #197
- #594
- #625
- #634
- #758
- #759
- #760
shouldn't require a written explanation
Some written explanation is fine, if it fits nicely into the remaining UI. A tooltip is a good example for that. Like for example for the chimney idea, it could say "This looks like it should be placed on top of a furnace" in the tooltip to guide the player into the right direction.
If they want to color it [glass] though, we can't exactly add complex chemicals for each color
Well colored glass can be made with metals by adding them before melting. Like if you use gold you can get red and purple colors because the gold forms nanoparticles of a certain size which absorb specific wavelengths of light. I think it would be quite fun to figure out what metals can yield what colors. The final color would also depend on the temperature, so maybe there is also a temperature selection in the furnace.
Updated :)
chimney could stack and furnace can produce smoke that chimney will tranport
also love concept
I think we should try to keep issues actionable/solvable. "design principles" issues are not. We now have the design document for this, and the first point is covered there, and I think the rest are covered in other issues.