• Tutorials
  • What is the best building system you've ever seen in a game?

I personally love games that let you build stuff, in particular when the stuff is functional as well as decorative.

What are the best ones you've seen, preferably ones that let you create more than buildings?

So far, minecraft is my favorite, tho I haven't tried a ton of games with it yet. I wish you could build better vehicles with it yet. Kerbal Space program is pretty good to, tho it's limited to spaceships.

As far as systems go, one thing that really impressed me was learning that in The Sims the characters don't actually know how to use microwaves and hot tubs. The microwaves and hot tubs tell the sims how they can be used. This way adding new content to the game is made waaaayyyy easier.

I have spent a lot of time making stuff in minecraft but with blocks being as big as they are you really have to build huge things to add in more detail. Space engineers I really liked the concept of and their building system wasn't too hard to figure out but they never fleshed out their solar system with much detail which leads to a central problem: if there's not much reason to do the actual building players like myself eventually lose interest.

The best I've enjoyed is Valheims. You get grid snapping for things you need it for and free placement for other things for intricate control over detail. Not letting players build floating structures? I couldn't be happier.

The Forest has a pretty good crafting system. You are still limited to the models they included, but there are a lot of options, and you can combine some stuff together to make forts (which you need because there are zombies that are super aggressive). I guess the gameplay loop is similar to Minecraft. You spend the day hunting and chopping down trees and gathering supplies, then try to build up a defense because the monsters come at night. But the whole system is really intricate. You get hungry and need to eat food (so you can hunt or gather berries) you need water, but you can't drink sea water unless you boil it (and you need leaves for fire), or you can make rain catchers out of tortoise shells, assuming it rains. The game is crazy.

Didnt one of the Dragon Age games start letting you build a city- but it never fleshed out? I also love building things (its I way Iam trying to program) I love city builders and rts for this reason. I have always wanted to build an rts that had open designs for you to discover and build.

@jbskaggs said: Didnt one of the Dragon Age games start letting you build a city- but it never fleshed out? I also love building things (its I way Iam trying to program) I love city builders and rts for this reason. I have always wanted to build an rts that had open designs for you to discover and build.

What do you mean by open designs?

literally that- you can build whatever you want- bt the combination of materials of components would generate different units or weapons etc

@jbskaggs said: literally that- you can build whatever you want- bt the combination of materials of components would generate different units or weapons etc

ohh that's really what I want to do with my food factory- wanna throw bones in that cake mix? No problem! It that a toe? I won't say anything if you don't. This tho can get very complicated very, very fast I feel.

@Erich_L said:

@jbskaggs said: literally that- you can build whatever you want- bt the combination of materials of components would generate different units or weapons etc

ohh that's really what I want to do with my food factory- wanna throw bones in that cake mix? No problem! It that a toe? I won't say anything if you don't. This tho can get very complicated very, very fast I feel.

I would love to work on a project like that! You really cant write out all the possible outcomes. You would have to create a generator based on food classes rather than individual foods. Sweet, Sour, Salty, Rotten, Chemical, maybe then fantasy elements: Death, Monstrous, Angelic, Demonic. Lastly: Mutation.

Ingrediants could then have a chart of these traits and their levels and then use a Fcross calculation (like what you'd use in genetic predictions) that could using essentially a paper doll system buiild the results into new items or characters if they're alive.

Yes! The bottleneck is that so many parts of food production involves foods or materials being in a fluid state. I think any liquid simulation will completely kill any way for my already taxing physics simulation to carry on.

I bet! But I suspect there would be a short cut to doing it that another game has used already.

On the otherhand you could just not have liquids. ;)

@jbskaggs said:

@Erich_L said:

@jbskaggs said: literally that- you can build whatever you want- bt the combination of materials of components would generate different units or weapons etc

ohh that's really what I want to do with my food factory- wanna throw bones in that cake mix? No problem! It that a toe? I won't say anything if you don't. This tho can get very complicated very, very fast I feel.

I would love to work on a project like that! You really cant write out all the possible outcomes. You would have to create a generator based on food classes rather than individual foods. Sweet, Sour, Salty, Rotten, Chemical, maybe then fantasy elements: Death, Monstrous, Angelic, Demonic. Lastly: Mutation.

Ingrediants could then have a chart of these traits and their levels and then use a Fcross calculation (like what you'd use in genetic predictions) that could using essentially a paper doll system buiild the results into new items or characters if they're alive.

Lol, I'm going to have enough trouble doing a simple city road generation system for my game, following a udemy course (mostly based off of kidscancode's work but adds building placement). Will be looking up Fcross and Paper Doll system to see what those are about later.

I'm gonna have to learn all this stuff because I am huge on replayability, and procedural generation is a great way to do that! Plus it's fascinating.

I also remember Kingdom Hearts having a ship building system you could use to fly to different worlds and combat

@OpinionatedGamer said:

@jbskaggs said:

@Erich_L said:

@jbskaggs said: literally that- you can build whatever you want- bt the combination of materials of components would generate different units or weapons etc

ohh that's really what I want to do with my food factory- wanna throw bones in that cake mix? No problem! It that a toe? I won't say anything if you don't. This tho can get very complicated very, very fast I feel.

I would love to work on a project like that! You really cant write out all the possible outcomes. You would have to create a generator based on food classes rather than individual foods. Sweet, Sour, Salty, Rotten, Chemical, maybe then fantasy elements: Death, Monstrous, Angelic, Demonic. Lastly: Mutation.

Ingrediants could then have a chart of these traits and their levels and then use a Fcross calculation (like what you'd use in genetic predictions) that could using essentially a paper doll system buiild the results into new items or characters if they're alive.

Lol, I'm going to have enough trouble doing a simple city road generation system for my game, following a udemy course (mostly based off of kidscancode's work but adds building placement). Will be looking up Fcross and Paper Doll system to see what those are about later.

I'm gonna have to learn all this stuff because I am huge on replayability, and procedural generation is a great way to do that! Plus it's fascinating.

F cross:

https://www.google.com/url?sa=i&url=https%3A%2F%2Fwww.biologysimulations.com%2Fpost%2Findependent-assortment-linked-genes-and-recombination&psig=AOvVaw1UBnWVMTxmb_BxLaTqnh1j&ust=1639201420097000&source=images&cd=vfe&ved=0CAsQjRxqFwoTCNDcmqvD2PQCFQAAAAAdAAAAABAJ

Paper doll system is merely the act of layering objects or sprites on a base model- most seen in character generation screens. Spore probably had one of the coolest though.

@jbskaggs said: F cross:

https://www.google.com/url?sa=i&url=https%3A%2F%2Fwww.biologysimulations.com%2Fpost%2Findependent-assortment-linked-genes-and-recombination&psig=AOvVaw1UBnWVMTxmb_BxLaTqnh1j&ust=1639201420097000&source=images&cd=vfe&ved=0CAsQjRxqFwoTCNDcmqvD2PQCFQAAAAAdAAAAABAJ

Paper doll system is merely the act of layering objects or sprites on a base model- most seen in character generation screens. Spore probably had one of the coolest though.

Ahh I'm glad you explained this.