you made this game for yourself, not for other people.
This is exactly what I assumed you were completely overlooking until you said it, and even then i think your forgetting it with most of your argument. Because that's exactly right, above all else I'm making this for me, not for everyone else. When this actually gets to a usable state I will be distributing it, i'm not saying I'm going to keep this for myself, But I am doing this for me, not for anyone else. I posted it here because i wanted to talk about it and get input about it for want it is. At the end of the day idc if someone doesn't like my project for X Y Z A B C D E F G reasons, especially if some of their main points rely on the fact that they know exactly what the game is going to be like when i've gotten it to the point that i've always imagined it. Yeah, your
still making assumptions of what the final game is going to be based on something i'm calling a pre-prealpha, and general things i want to add in the future-distant future. You have no idea when, where, or how i'm going to implement them. I do appreciate your insight, but i wish you would wait for me to actually make the mistakes your assuming i'm going to make, and actually get to know me and what i actually think about the topics you discussed, before you, frankly, lecture me about them. I never once said that fancy graphics was going to be a main selling point of the game, or that anyone, myself included, cares at all, all i said is that they're going to exist; Unity has the capacity for great graphics, I figure why not use it.
adding features liberally 'just because' isn't going to make your game any more attractive. It's something called 'more is less' and it's the reason why blockland did so good on its own-
Well thats the thing with life, it isn't always as simple as less is more and more is less, in a lot of cases it is, but in game design, you need a precise balance, a really good Feature : Implementation quality ratio. See, there's a drastic difference between what i think of as "Features" and "Items/Graphics/ect", When i mention features, i'm referring to "tools to build and create", and just because there are more options to do so doesn't mean that the game is going to be bloated. Bloated implies that the game is going to be bogged down, the user experience is going to be of a lower quality due to the number of features. And if implemented badly that's exactly what these features can and will do, but if implemented correctly, you can add many a feature before things start getting bloated. Especially if said features are to help you do X Y and Z in different ways, as apposed to give you toys to play with. Different people prefer different methods.
Also, keep in mind that a lot of the features and tools I'm adding to my game, I always wished was in blockland, I, as a consumer, wanted those features, but was either not possible, or noone wanted to make an addon of it.
And just to reiterate.
Your project lacks meaningful design.
It's in pre-prealpha. Any project by any dev ever that is consitered in a state where it's not even pre alpha, let alone in pre alpha itself, is always going to lack meaningful design, because the dev has barely started yet.To make an over simplified example, It's like a chief says he's going to make some Meatloaf, so he starts chopping an onion and people start complaining because "That's not meatloaf" "That's nothing like meatloaf"
I
just started. Give me some time to actually get something to a point that i would call done, because right now, literally nothing is.
If you want to continue this conversation I'm fine with it, but please do so via PMs, I want this topic to be as drama free as possible, Like you i'm not mad or trying to be offensive, but this is turning into a PM conversation