# 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