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I am a huge fan of Minecraft and (to an extent) Terraria. I’ve always wanted to make my own version of that type of Creative sandbox game, and recently I’ve been thinking of so many things I could add to it.

The game I’m imagining is a very different style from these two games. It’s 3D, and cartoony to a point but not too cartoony to not be realistic. I’m talking more realistic than Fortnite’s style but I definitely do not want to attempt to make a photo-realistic game.

I want my games world to be more fluid than the worlds of Minecraft and Terraria. I don’t want the player to be necessarily limited to a grid of blocks, though that should maybe be implemented at some points, like when the player is placing pieces of a structure down (blocks).

Generated structures such as trees, rocks, and the terrain I don’t really want to be blocky or constrained to a set grid.

The things that I see players being able to place into the world are things like wood columns to form the base of a house, wall blocks for a house, tables and chairs, doors, and different blocks required to create different items.

I like how the Minecraft and Terraria worlds are generated and saved. It’s simple: each coordinate is a block and that can be stored away very easily. I still haven’t figured out how I can save the type of world I want in my game, though.

So my question is: how should I structure the terrain, structures, and player-placed blocks layout/saving system so that I can save it efficiently and write it relatively simply as well?

Something I’ve thought about: there is a mod for Minecraft called the no cubes mod which essentially removes all the cubes from the game and seamlessly blends blocks together. That might be a good way to make this game since the blocks are still stored the same way but they are not actual blocks, and terrain can be made more realistic through this method.

closed as off-topic by greg-449, galacticninja, 54D, Fabian Röling, Ave Aug 11 at 16:27

This question appears to be off-topic. The users who voted to close gave this specific reason:

  • "Questions about Game Design and Development are off topic. This includes speculative questions about developer intent, with respect to both mechanics and narrative. You might want to ask over at GameDev.SE, but be sure to read their FAQ" – greg-449, galacticninja, 54D, Fabian Röling, Ave

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    This is off-topic here, but I recommend you to look into the code of any Mario game, if you can. Most things, even most blocks, can be at arbitrary coordinates. – Fabian Röling Aug 11 at 8:32
  • Yes I realized it was off topic but I had no other idea of where to put this – Adalex3 Aug 11 at 13:48
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    Unfortunately, that's not something we can help you with. The one site in the network that deals with game development does not help with getting started on ideas. So you'll need something concrete before asking a question there, such as code, data structures, or the like. – Frank Aug 11 at 14:21
  • One thing that you maybe could try would be to have trees be bound by a grid, BUT, give them some offset, or give blocks some propperty where they can be a bit higher (or lower) than usually. You could then have one dirt block that is higher than usually with a tree on top that has a bit of off-set so it appears on top of the dirt block. Maybe you can use Multi-Object blocks to put several objects into one grid space, this block would be removed by the game when it doesn't contain any objects and a player shouldn't be able to add objects to it. – bearb001 Aug 11 at 21:42

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