EXCELLENT build system!!

must comment on its relation to mine: construction tools exist on a spectrum from atomic voxels (rival rebels, minecraft) -> full placeable structures (kenshi, swg) https://twitter.com/rivalrebelsgame/status/1386578678243422211">https://twitter.com/rivalrebe...
full voxelization opens up the door for truly abstract designs - coherent, stylish structures occupy only part of the possibility space! (i mean, most players aim for this and succeed stunningly! but still, they can build almost /anything/, the designer cedes aesthetic control)
prebuilt, on the other hand, is the ultimate designer imposition: "these are the buildings this world is made of. if you want more, too bad! (premium house for patreon only!)"

and then there& #39;s the space I& #39;M exploring:
player construction with designer-built parts! (sims, tycoon)
it& #39;s interesting to me because of the flexibility: the designer doesn& #39;t have to make every building in the game, yet retains ultimate aesthetic control

wanna be quick to say i& #39;m not making any value judgements about one system over another! they all have pros and cons!!
so when designing a system of construction, you should think of where you want yours to exist on this spectrum!

on the extreme left, you& #39;re almost recreating 3D software functionality in your game! on the extreme right, you have the most control, and the most asset work!
vertices (blender) -> editable voxels (rival rebels) -> fixed voxels (minecraft) -> editable segments (antaeon) -> fixed segments (sims) -> editable buildings (modular, etc) -> fixed buildings

maybe if i had a blog i& #39;d delve into pros and cons but this is a rough outline!
oh, i should also add Rust as being a major contemporary game in fixed-segment-space!
You can follow @klightningcrest.
Tip: mention @twtextapp on a Twitter thread with the keyword “unroll” to get a link to it.

Latest Threads Unrolled: