C# Voxel Engine
Game Design Master Document
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C# Voxel Engine
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Last edited by
Octal
on
Jan 6, 2024
Linked with GitHub
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Game Design Master Document
Gameplay
A single interaction should cause a single action
Giving multiple actions to the same interaction will cause confusion
Destruction is caused by the player
Entities can't break or place blocks
A player sets off an explosion, a player presses a button, etc
Each biome should have something unique setting it apart from others
Plains is flat, forest is dense, ocean is under water, jungle has tall trees, etc
Each ore should generally have a unique usage
For example, iron is used for tools, copper is used for circuits, coal is used for cooking
Interactions should occur in-world
When crafting, you place items on the table, rather than opening a GUI
Features should build off of each other, not overrule each other
Different types of armor protect you from different things
If you want to add a new item for a specific feature, try to find an old item that can fit that feature first
Don't be afraid to change or throw out things that aren't working or fun
Don't strive to be realistic
"I've never thought to myself that realism is fun, I go play games to have fun" - Gabe Newell
Art
Each set of colors in an image should tend to at most 5 hues/shades
5 hues/shades of brown, 5 hues/shades of green, 5 hues/shades of orange, etc
Dithering should be used to make hues/shades blend into one another
A texture should use as little color sets as possible
A fox texture would have white, black, and orange
"Natural" block textures should tesselate discreetly
A wall made of a single natural material should not look like it's being tiled
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