The current issue:
The Construction Menu is a big stepping stone for a player to create a stationary base, it hasn’t been adjusted in functionality for a long time though.
The major points in this topic:
-Consolidating Constructions into categories, ‘structuring’ it.
-Allowing to search by needed materials/qualities like other menus.
-A ‘Beyond’ part where I’ll dive into some loose ideas in what it could open up in the future.
The ideas/solutions/suggestions for those:
Structuring:
Currently the whole Construction Menu is a very long list that seems hard to read and needs the player to know exactly what they’re searching for. This is a fairly hard check to get into the whole system in the first place.
To alleviate it I suggest to consolidate each Construction option into a main category and maybe some sub-categories which can be chosen.
As a first idea for those the main categories could be ‘Exterior’, ‘Interior’ and ‘Infrastructure’.
The Infrastructure would contain all walls, roads, roofs and the likes, making it easy to actually build the structures in the first place. This could also have things like pits in it.
Exterior would put emphasis on things one generally would build outside, solar panels, wind turbines, traps like spike-pits and so on.
Interior would be furniture, appliances and the likes.
This alone would already cut down heavily on the hurdle for players to get into the whole system. As a side-effect it would make it visible which aspects of the construction mechanic aren’t well fledged out yet.
Search functions:
The crafting menu allows to search via materials, shows the relations and much more.
I suggest something similar for the construction menu as it starts to direly need it with the additions coming into it over time.
First of all, the search for needed materials. ‘What can I build with concrete?’ for example, as well as ‘Can I even build something with xyz?’
This is a fairly important question to the player and currently It’s (at least to my knowledge) not possible to do that.
Searching by qualities falls into the same category. Obtaining a new tool and wanting to know if it’s used for any sort of construction can help out to put the emphasis on acquiring the means to do so rather then finding out if something even exists in the first place.
Further on I suggest for a search option regarding constructions which still provide skill in some category, as well as showing how far it can cause you to progress (the last would do well in the crafting window as well) and also keeping the current option of currently available buildings obviously existing and best-case interacting with the search to show ‘skilling’ constructions.
What would it provide to the game:
Accessibility, CDDA is massively complex and overwhelming for a new player, every means to reduce the chance of a player simply being visually overwhelmed and feeling ‘lost’ is a good one in my book, and since it doesn’t change anything regarding the actual end-results provided this topic has been focusing solely on how it’s presented to the player.
Which also brings me to the part which would actively affect the game.
Beyond (Or ‘rambling on ideas’):
With a better visual representation of the system it would make it far easier to implement systems that currently would simply overwhelm it utterly. Also through the related search functions implemented other systems can build on top of them.
As a few examples:
A ‘Construct on tile’ ability. This one would let you choose one of the tiles around your character, displaying all possible building options currently available. If relations are put into it then this could even go as far as show a tree-like outline of what this tile could become over time. For example a grass tile. It allows a shallow pit and showcases all constructions in a neat overview on what could be made out of that put. Possible stuff to fill it in or making it into a deep pit for example.
Overhauling the actual way the world interacts with tiles and constructions. Currently each tile is fairly ‘static’. We got a sort of construction on it and it’s basically a fixed tile. Opening that up to say ‘We got this as floor, this as filling and this as a roof’ would allow a big change in how constructions can even be tackled. This can go from having proper foundations for ‘heavy’ buildings in the game, to modular ‘fillings’ like walls (for example with cabling or plumbing) as well as allowing walls and the above floors to be of different materials.
With the above it would also allow to make highly customizable tiles, giving them qualities. Having a list of all things possible to be done if every specific quality is available would simply make the construction menu unable to be read entirely in the current state. With a proper UI though it could allow them to have functions like ‘load bearing’, ‘cabled’ for power supply, ‘plumping’ for fluid transportation and the likes. It would allow to sensibly build over air without giving players the power to make literal air-bridges… but still gap a single open space without workarounds as an example.
One other thing such a UI change would allow is to make constructions a ‘progressive’ step. Similar to the building stages we already have. Pick a tile and say what the outcome is supposed to be. Foundation picked → Good, now pick the filling (if any) → optional things like cabling, plumbing, sockets, indentions for storage and so on → roofing (if applicable). Creating a ‘modular construction’ which shows the materials needed for each stage, overall and the next possible ones in line. Streamlining it heavily and removing chances to mess up heavily and re-doing things.
I hope this one is something to be seen in the future inside the game as I think it would open up loads of possibilities and make the game even more enjoyable as it already is. Also any faults/suggestions/re-writes and the likes will be - obviously - put into the starting post here whenever I can check in.