# vzxv design document ## high-level goals * maximize emergent gameplay * maximize interaction between blocks, items, and mechanics * utilize height and depth of worlds * improve mining * limit the player's options at first and naturally introduce them to more mechanics over time ## ideas * gravity lessens according to altitude * atmosphere thins according to altitude, affecting water, fire, and breathing * weight-based inventory limitations * sky islands, meteors with iron * trees are alive/dead. trees root into the ground. their life depends on their roots and leaves. they grow based on how much root space they have. ### underground biomes terrain becomes very foreign at extreme depths. the player will encounter underground biomes. * fractal world: fractal terrain generation with blocks with bizarre properties