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Design Principles

DaFuqs edited this page Dec 25, 2023 · 6 revisions

In two words

Discovery + Curiosity.

Every feature should be designed to create feelings of curiosity and wonder. Always hinting at what more there is to discover.

Some examples

  • Guidance through the mod is provided by Advancements and its in-game book. All descriptions are atmospheric, immersive and written as tips.
  • Everything should be a bit tedious the first time (not to be confused with grindy!), but reveal a path that makes it much easier to follow later on.
  • Tools and blocks should not be overpowered. However, they are designed to make tasks that are not much fun - grinding good enchantments, repairing tools, mindless (mob) farming - easier to accomplish.
  • Polish, polish, polish! Even if it takes a long time. Magic mods thrive on great sounds and particles. Using your new toys should be fun, exciting and satisfying!
  • There is no "one block does complex things". Each block and tool can only do simple things. The blocks should be combined creatively to encourage experimentation.
  • Quality before quantity! Blocks and tools do not do complex things, but they can do MULTIPLE things, but the individual tasks should be simple and immediately understandable. Having more than one use for an item is what makes it unique and memorable! Like the crafting tablet, as a very simple example, which acts as a
    • portable craft table
    • Portable auto-crafter
    • Crafting pattern in the Pigment Pedestal
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