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# 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