World and Content
The Pepemoss world should support the player's technological development: building props, creating tools, saving favorite recipes, and moving work between worlds.
Props
Props have cells for liquids, energy, and other entities. The cells depend on modules attached to the object.
Props are created in two ways:
- From base recipes built into the game.
- From user recipes.
Base categories:
- Primitives: wheels, worm gears, gears.
- Tools: drills, pistols.
- Aggregates: air conditioners, exhaust systems, heat pumps, heaters, generators.
- Transport: planes, cars, ships, rockets.
User recipes can have editable parameters and can be combined or single-purpose.
Structures
The world has regeneration: voxels can grow back where the player destroyed something. Usually the place is filled with another material, most often moss or liquid.
Moss tries to capture all player buildings. To avoid this, the player needs barriers, from fire to biological defenses.
Structure types:
- Landscape: mines, underground rivers, water biomes, land biomes, aerial mechanical life.
- Cities: underground, underwater, aboveground, and floating on airships.
City generation should be built around physics. First, rooms with parameters are generated; then base devices are added to them.
Automatons
Automatons are NPCs with coherent personalities. Personalities spawn with a random set of stats and can build dialogue from a simple LLM and base context.
Automaton capabilities:
- Set a limited set of goals and try to complete them.
- Build housing.
- Develop recipes.
- Give tasks.
- Accept tasks, but require rewards.
- Gather resources.
- Build on request.
- Die.
The player can create new automatons and give them a voice template based on MP3.