No worries. I guess it's my job to make the UI as comprehensible as possible. Right now it's all over the place anyways. Good enough for a prototype, but needs some rework for later versions. Also it's designed with mobile devices in mind, since too much logic games lack the capability to enjoy a good engineering session in horizontal position with your feet up imho. And with this game it's only half the fun, if I cannot take it with me to the sofa or outside to touch some grass. So I am well aware about the performance aspect and trying to accommodate for potatoes as well.
I fully get your sentiment about creative mode. In fact, we're doing a playthrough of terraria right now. For me being a newbie, apart from 2D platformer not being my favorite genre, it boils down to: mine resources, craft better gear, kill boss, repeat with better resources. If there are any interesting mechanics (I don't know honestly), I guess our veteran is doing all the fun and heavy lifting in this aspect. So not really challenging for me and rather repetitive.
I loved the ex nihilo mods in minecraft skyblocks! In combination with other mods, skyblocks created this vibe:
- I built all of this myself from only one tree!
- I learned and applied many different gamemechanics to make all of this progress!
I love it, but it's not exactly the vibe I am aiming for in this game, but rather:
- There are this 2-3 mechanics. Let's see what I can build from only this!
- There may be other players out there. I want to explore and show off what I've got and also interact with and learn from others.
I can see a skyblocks like approach in this game with an empty map, but it would require a lot more different game mechanics, than only these two, that there are now. I think, I have to reflect on this a little more, maybe I'll come up with something. Or someone else does. Right now, the game is open source and of course I am open to modding, since tech heavy games always profit from it enormously.
For this game I see two scenarios:
1. Singleplayer as is. Customizable world size, pause- and steppable timeline. This already exists, but as you say, resources will be very limited and other than cleaning the map, there's no incentive to build something really complex.
2. Multiplayer. Infinite world grid, continuous timeline. Players will design their machines in creative mode, save them to blueprints and then drop them into the live MMO, using up the resources already colleted by the player. Blueprints will require some time to place, proportional to the number of parts used and only one will place at a time, others are in a waiting queue. Players should not be forced to rebuild their creations 1:1 tediously in multiplayer, but there still should be an incentive to automate production of various units via different means e.g. with printer units that walk through unit frames and print a predefined logic right into it.
Also I am thinking about multiple dimensions. The first one being peaceful, where every player has their own claim(s), can explore and expand, interact with other players via trading etc. Another dimension with pvp enabled, meaning players can claim ground by walking over it with their units and only then can place more units onto this ground. Also blocks of other players will be claimable, either by pushing it or by entering the units, I don't know yet. More different dimensions can be added when expanding the game further.
Does this at least somehow resonate with you or not at all?
Learning from successful games, and integrating into their own work what works well should be nothing to hate, but rather a skill every decent gamedev should apply.
So I will definitely extend the tutorials in some way.
As you suggest, a tutorial zone with better visual cues for the basic mechanics would be best in the beginning.
Later on, missions should be rather optional, but provide either additional lategame items, like the mover and collector to speed up progression, or just add a way to escape the current open world gameflow, to enter a strict, goal oriented, zachlike intermezzo, since working on a survival project can be quite lengthy at times. Also people could save their creations as blueprints and this way working on their survival progression as well. Or design missions themselves to share with other players. A mission designer is already implemented and ready, although I am still working on it to add more features atm.
I will check out the Introversion series, since I already had the concern, that this game may shift away too much in the mid/endgame from designing logic circuits to a 4x playstyle. Fortunately, I don't have an issue with not playing the game, since I am playtesting it for hours and hours now, on and off over the course of the last months.
Thank you so much for your insights and your references!