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======================================================================== CORE DESIGN PRINCIPLES

  • Do as much in node-space in the world as possible.
    • Minimize use of off-grid entities.
    • Avoid encapsulating things in inventories, machines, GUIs.
    • Crafting and transforming in-world.
  • Minimal set of primitive composable functions.
    • Each node should do one job (or one part of a job).
    • Only include the most primitive, fungible components.
    • Avoid redundant functionality, include fewest possible different elements.
    • Complex emergent gameplay by combining simple nodes.
  • Challenging and constrained gameplay.
    • Limited inventories, very restricted item storage, e.g. one stack per node.
    • Large, complex machines to design and build for resource transformations.
    • Subtle environmental hazards, like deadfalls and pestilence.
  • Rich, subtle interactions.
    • Digging, placing, punching and battering.
    • Different effects from different tools (including empty hand).
    • Different faces of node may have different effects.
  • Focus on puzzle-oriented single-player/cooperative gameplay.
    • Avoid dependence on action, combat, PvP.
    • Slow-moving hazards, players have a chance to think and plan.
    • Acessible for slow reflexes, slow networks, mobile devices.

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An apocalyptic based game for MT.

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