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
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's the space I'M exploring:
player construction with designer-built parts! (sims, tycoon)
it's interesting to me because of the flexibility: the designer doesn't have to make every building in the game, yet retains ultimate aesthetic control

wanna be quick to say i'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'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'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!
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