Crafting Principles #870
Labels
design principles
Not really a fixable issue, but some game design principles that I plan to follow.
gameplay
Milestone
Crafting should be intuitive to the player, and shouldn't require a written explanation outside of a small tooltip. Terraria does this via a guide, but this can also be achieved with Add a search bar to the inventory crafting system. #758, letting players discover recipes on their own.
Crafting recipes should make sense and be inspired by real life. If a player wants to make glass, they would think to melt sand in a kiln/furnace, like how it's done in real life.
Crafting progression should be add-ons to existing blocks rather than a new block entirely, making the structure have to grow as you progress, encouraging the player to make a more dedicated space for them. Additionally, using the wrong add-ons for the recipes (for example, your furnace burning too hot via bellows) should not work, to encourage having to make different iterations of your stations.
Examples of this:
These principles may change depending on feedback and changing ideas.
Issues relating to crafting:
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