# 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