diff --git a/GAME_DESIGN_PRINCIPLES.md b/GAME_DESIGN_PRINCIPLES.md index 97b8b061..76f7d543 100644 --- a/GAME_DESIGN_PRINCIPLES.md +++ b/GAME_DESIGN_PRINCIPLES.md @@ -12,18 +12,6 @@ Examples: - Strategize to Survive: Prepare for a trip with tools, weapons, and gear in order to make survival easier. - Build to Strategize: The player has to build defenses for events, invasions, and bosses. They also need to upgrade their workstations to allow for better gear. -## New Blocks -Before adding/suggesting new blocks, run it by these checks. - -### "Is it unique?" -Does the block fill new or underrepresented niches? - -### "Is it versatile?" -Is the block able to be used across multiple biomes and builds? - -### "Would the player care?" -When so many blocks already exist, what makes this one interesting enough for the player to want to collect or seek it out? - ## Break the Cycle ### No Dimensions Instead of creating seperate dimensions, we can fit these places physically into Cubyz' massive world for the player to come across. @@ -51,7 +39,7 @@ Inventories will often fill up with random items that the player does not want, Cubyz is not a realistic game. The world is very whimsical and has rules of its own, sometimes inspired by the real world, but never copied without a good reason. ### Avoid Excessive Additions -Unless there is a genuine functional reason for a variant or addition to be added, they should be avoided. Try to use or modify existing content first before resorting to new stuff. +Unless there is a genuine functional reason for a variant or addition to be added, they should be avoided. Try to use or modify existing items and blocks first before creating new ones. ## Player Engagement ### "How would the player feel?"