Just do be clear that I understand correctly: By 'button' you don't mean a button on the keyboard? Because that would feel kinda cheaty. I guess, you mean a special block, that the user placed, which is then pushed by pistons in a distinct pattern? That would be something I can get behind and is actually a very good idea! Maybe have some easier pattern, like squares of two for wires, or the fibonacci sequence for pistons and make it increasingly more difficult for more sophisticated items. I think, I will call it the 'Lazy Block' due to obvious reasons. It would also be a good place to hide some eastereggs, given it's not easily readable in the code. I'd need at least have a compiled WASM build, to not make it too trivial to find, but a server client model would be ideal for this. Also I think that a live service approach with scalable backend infrastructure would be inevitable, when approaching infinite maps, since client hardware would at some point reach its performance limits with expanding player bases.
Of course, I'd like to keep the open source approach, because the game would benefit much of it and players should always be able to play the game in singleplayer mode offline.
Given the maps will be a lot bigger in future builds, I definitely see practical purposes. I am thinking about fully automated mining operations, where bases will expand basically on their own. I think it's possible. For example, I designed a mining operation, that is capable of mining a resource patch on its own via a little walker unit. It will mine one strip of 24 items, then return to the base, where it's unloaded, the items are sorted, and it will then continue to mine the next strip of resources. Right now I am working on making the approach more feasible for early game and redesign the miner unit for automated construction. The next step in this regard would be mass storage of blocks on the map and production chains, that will be able to mass produce simple standardized circuits in units, which will be stored as well and reused in the production of more sophisticated units. God, I am using more time playtesting the game than actually developing it. I hope, that's a good thing?
I see, that all of this is of course not trivial to new players. I guess it's my job, to gradually lead players to realize what is even possible in this game. I'd have to extend the zachlike missions a lot, but before this, I have to know myself, where everything of this should lead, and if my vision stated above is possible at all. Thank you so much for your input on this and making me reflect. I really appreciate it!
That paragraph of yours about competition/tournament mode reminded me of the many minecraft modpacks, where it was possible to play the game in so many different ways, sometimes with strict, metroidvania-like progression, other times with open sandbox vibe. As stated earlier, I am very open to modding and hope some people will at some point come up with some fun derivatives, where the game gets a whole new direction.
So I will definitely check out the wire mechanic in terraria. I may add some to our base and wire up some pressure plates in front of our storage with those dart traps on the other end. Just some slight griefing on a friendly basis, you know.
I'll also try out the elevator glitch. This sounds fun!