In addition to crafting various items, the player can also
construct many types of building, from workbenches, to pottery wheels, to beds, to blast furnaces. Most buildings double as crafting stations, so erecting them unlocks additional crafting mechanics. For example, the player can use a smelter to refine various ores into metals.
There is no dedicated ‘build zone’ in the game; the player can build anywhere there aren’t obstacles, and almost all obstacles (like rocks or trees) can be cleared with the right tools. They can therefore create as many bases as they like, wherever they like, or just place buildings arbitrarily around the map, depending on their play style.
It’s important to me that the player be able to see the size and shape of a building, and plan where they want to build it, even if they don’t currently have the materials to construct it. This makes it easier for them to plan and visualise their base. It also spares the player the frustration of saving up resources to build something, only to find that it’s much larger than they expected or doesn’t look good anywhere in their current layout (many games have this shortfall).
I achieve this with what I call the build site mechanic: the first step to constructing a new building is placing a build site where you want to erect it. The player can do this as soon as they know the recipe for making that kind of building, even if they don’t have all or any of the required construction materials.
Build sites are represented by a semi-opaque greyscale version of the building texture (known as a ‘blueprint’) and can be deleted at will (example pictured below). The player can place as many build sites at once, and therefore have as many incomplete buildings on the go, as they like.
When placing a new build site, the blueprint snaps to a grid, making it easier to line everything up neatly and create organised base layouts. I’m considering giving the player the option to toggle this on or off for ad hoc placement if they’re that way inclined.
The player can also rotate build sites while placing them, flipping between different orientations. This gives them more freedom when laying out their base(s).
The ability to line things up on a grid, and rotate them, are two features that again a lot of games lack. But I really appreciate having them when they are there, so I wanted to go the extra mile to include them.
When placing a build site, the building’s blueprint will have a green highlight over it if the proposed site is clear of obstacles, and a red highlight over it, as well as over the obstacle(s) that it overlaps with, if the placement is invalid. An example of this visual feedback while placing a new build site is provided below.
The player can also queue multiple instances of the same building, just like queuing multiple instances of the same crafting recipe, and place multiple build sites all at once. So, for instance, you could place 5 smelter build sites in a row all at once, without going into and out of the menus.
After placing a build site, the player needs to gather the required materials to erect the building and then construct it. I’ll run through where I’ve got to with those mechanics in a future update.