
Dev diary #11: The Technology Tree
Let’s talk about crafting systems in sandbox games. Most titles in this genre rely on a recipe-based system: players find or buy recipes from NPCs, or they simply appear in the interface of various workstations. In more "hardcore" games, players are often forced to consult a Wiki just to figure out how to build what they need.
We decided to take a different path, choosing a system more common in colony sims and strategy games: The Technology Tree.
Why choose this approach?
- Sense of Scale: Players can immediately see the game's scope and their overall progress as they explore the tree's branches.
- Clear Direction: It’s easier to plan your development — knowing exactly which resources to gather, which mobs to hunt, and when to expand your base.
- Update Visibility: In a game under active development, players can see exactly what new technologies and items have been added after every update.
- Game Balance: For us as developers, it’s much easier to balance the experience. We can predict exactly when a player will need specific resources at any given stage of the game.
How does our Technology Tree work?
Technologies consist of small groups of logically linked recipes. Different branches run in parallel but occasionally intersect. This prevents players from "beeline" rushing a single path (like firearms) while ignoring everything else, ensuring a more well-rounded progression.
To start your journey, you’ll need a specialized workstation: the Research Table. Each technology requires a specific set of resources (up to 4 types) and takes time to complete. You can even set up a research queue to unlock multiple technologies in sequence.
Pro Tip: When using a standard workstation (like the Carpenter's Bench), any recipes from technologies you haven't unlocked yet will be marked with special flask icons. This serves as a constant reminder of what you’re working toward.
Ultimately, our Tech Tree acts as your guide through the world, ensuring a thoughtful and balanced gameplay experience.
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