I suppose this thread will double as an introduction/suggestion thread. First off, Terraria is fantastic. As someone who prides himself as an "indie game developer" and game designer, I'm typically skeptical of a lot of indie games, especially if they fall within the scope of "games I could probably make." But Terraria is different; not only is it just the kind of game I'd love to make but a game that I thoroughly enjoy playing! I bought the four-pack on Steam last week and haven't gotten much sleep in the past week. Anyways, I'm known to most people as 'phubans' and I've worked on titles like World of Goo, Dark Void Zero, and currently the recently-announced War of the Worlds game. Apart from my commercial development experience, I've always been an avid and passionate game designer, more on the art and design side of things than the code stuff. However, I have thrown together a few playable games including Madhouse, The Indie Game Legend, and Sword of Legends. The first thing that struck me about Terraria is the similarities it shares with Sword of Legends (in fact, SoL ALSO has an accessory called the Hermes Boots that increase speed and dashing capabilities!) Apart from already having a massive amount of great stuff going for it, what Terraria has even more of is potential. The first thing I was inspired to do after playing this game was to send my suggestions to the developers. After glancing over your forums, it seems that a lot of you have already beaten me to it with tons of wonderful suggestions for improving this game. So forgive me if some of these ideas have already been posted, but hopefully there are some things that the developers will be able to work with and even use. So without further ado, here are my suggestions for Terraria: Seasons and Weather Effects I noticed that this was already something that the developers were thinking about. I think that a game like Terraria would benefit greatly from having seasons/weather effects in addition to a day/night cycle. Imagine a stormy summer day, or a quiet winter night. Or perhaps a burning autumn sunset... The only question is how would these seasons be handled? Would they cycle? How quickly? I imagine it would be something much shorter than our cycle. Perhaps every 10 game days the season would change with an announcement, "Spring is here!" etc? I imagine the seasons themselves would be purely aesthetic, but perhaps some of them would boast unique events and functions. Summer - Basically what the game looks like right now; sunny, flourishing vegetation, little to no weather effects save for the occasional rainstorm. Autumn - When Autumn arrives, all top-world greenery becomes shades of brown, orange, and yellow. Leaves fall from trees (perhaps even acorns). Rains sometimes. Winter - The tiles shift to snow-covered, and a gentle snow particle begins to fall all over the overworld. The sky is usually grayish white and it never rains. Spring - All greenery would turn a lighter shade, and rain would fall frequently. Rain - Rain would be a consistent weather effect through all seasons except winter, with lightning being an accompanying effect of summer rain (see below). When raining, the sky would fade to a darker grayish color and semi-transparent rain drop effects would fall. This effect would last for a random duration of time; perhaps a whole day or only for a few moments. New Equipment Mining Drill - The functionality of a pickaxe packed into an item that deals constant damage, the Mining Drill makes burrowing quick and efficient. When used, it is held out from the player character in a direction relative to the cursor, and deals steady damage to tiles and enemies that the cursor is placed over, provided they are within its melee-range. To nerf such a powerful tool, it would require to be fueled by Oil, which would function as ammo. Chainsaw - Basically the axe-equivalent of the drill; same functionality and behavior, but used for wood and trees. Mining Gun - A special type of gun that has the power to destroy tiles. Instead of shots bouncing off of tiles, the tiles are destroyed. A lower-level mining gun could destroy one tile per shot, while more powerful variations could pass through and destroy multiple tiles before the shot dissipates. Grenade Launcher - A gun that launches explosives like grenades, bombs, dynamite, and sticky bombs. Self-explanatory. Diving Helmet - Equipped as headgear. Allows the player to go underwater without losing breath (or possibly extends the duration of breath consumption to a rate of half of the current, effectively giving the player twice to four times as much time underwater) Sold by merchants at a high price (20 golds?) Spiked Armor - Iron armor that is crafted with a large quantity of spikes. Apart from looking really cool, it would deal damage back to any enemies that come in physical contact with the player wearing it. Includes helmet, breastplate, and legwear. Total set buff = increased damage output. Proximity Mine - Basically a standard bomb that only detonates when a player or NPC/enemy comes close enough. Illuminated Gear - New highest-tier equipment that provides the highest attack and defense power of any other. Creates light when worn (or used, in the case of weapons). Crafted from Sunstone and extremely resource consuming to make (50+ Sunstone bars for one piece) Includes swords, axes, armor, etc. New Ore Oil - A liquid substance that can be collected with a bucket and stored in a bottle at alchemy stations. Highly flammable. Used to fuel equipment like the Chainsaw and Mining Drill. Also used as an ingredient for crafting. Mythril, Adamantium, and Orichalcum - Legendary ores that are a must-have of many fantasy mediums. I was surprised that they didn't appear in Terraria, but it would be nice to see them make an appearance for crafting high-grade equipment. Sunstone - Extremely rare ore found only in the Outer Space biome. Used to craft Sunstone bars, which are used for forging Illuminated gear. New Placeable Objects Barrel - Same function and components used to craft as the chest. Simply an alternative to the chest. Fencing - A different type of background material that is similar to walls. Can be made of various materials (iron, copper, silver, gold, etc) Used as an outdoor (or indoor) decoration. Appears on a layer in front of rear walls (possibly in front of the player sprite, too? Someone mentioned having a new layer for stuff like this) Gravestone - A decorative, non-collidable background tile that is placed on the ground. Made of stone. Could be used to mark where you died during an epic battle. Same function as a signpost. May possibly spawn additional zombies at night. Windows - Made of wood and glass, placed on the back wall of houses for decorative and lighting purposes. Paintings - Simply a decoration to place on the back wall of houses. They could have varied designs like books and flowers. Elevators - This idea is a bit more complex and requires some careful thought, and I'm sure others have documented the idea for these in greater length, but I support the idea of having them. They could be built using similar ingredients to the chandaliers; chains, metal, etc. Perhaps they would be required to run along a chain/cable object that can be placed from a ceiling, down to the length of how long you need it to go. Then, the elevator itself would be a secondary carriage object that is placed on this "track" of cable, only able to move the length of it. They would behave like the elevators in Zelda II, I imagine, but possibly faster. Waypoint/Warp Crystal - Another type of object that would be EXTREMELY useful in the world of Terraria. It would simply be a crystal, crafted possibly from obsidian, that is placed at certain points and allows the player to warp to other crystals that are already placed by right-clicking on them. The effect and behavior would be similar to the magic mirror, except it would transport you to a fixed location. To prevent this item from being abused, it could be something that enemies could easily destroy, so you wouldn't be able to place one in a volatile area like the underworld without running the risk of it breaking. Lightning Rod - 1 Iron Ore - Placeable - A rod of metal that attracts and absorbs lightning, negating its effects. Typically placed on rooftops to avoid having houses destroyed by lightning. Turrets - I noticed that someone already mentioned these, so I'm behind this idea 100%. I think mounted auto-crossbows that fire on nearby enemies would be highly useful. They could be crafted from wood, iron, and the standard bow. They would be stocked with arrows for ammunition. Better turrets like high-tech ones could be built with better materials. New Mechanics and Events Fire - A new gameplay mechanic that spreads over flammable surfaces such as wood, grass, and oil, destroying the aforementioned tile and spreading to the surrounding ones. Fire is created by dropped Torches, Lava, Lightning, and possibly certain weapons. Emits light (obviously). Can be put out with Water, Dirt, etc. Eventually dies off if there is no flammable source to feed it. Lightning - Random event that occurs during a rain storm, like a Fallen Star, but it strikes nearby tiles on the ground and creates an explosion that is somewhere between a bomb and a stick of dynamite. Any nearby wood or grass would be set on fire. Deals massive damage to players and NPCs/enemies. Has a higher probability of striking tiles that are placed at a higher elevation. Players can protect their houses by installing a Lightning Rod. Meteor Shower - Higher than usual frequency of fallen stars for a limited period of time during the night. A visual effect of stars falling in the background during this event. Perhaps only occurs if the player has a Star Cannon in his possession. New Biomes Swamp - Lots of mud, water, and plants. Perhaps some new enemy types including frogs, snails, flies, dragonflies, etc. Outer Space - When I built my first sky-high tower in Terraria, I was expecting the sky to gradually become darker until it became black and starry, putting me in outer space. I think space would be a wonderful environment that is scene only by those who explore very high up (perhaps the equivalent in height as the underworld is in depth, maybe less since it would be harder to get up there) Outer space would feature lower gravity, allowing players to float, but it would also activate the breath meter like going underwater does. Perhaps this effect could be negated by wearing a Diving Helmet, or perhaps even a Space Helmet. In outer space, the player would encounter suspended masses of space rock that contain the sunstone ore, as well as various new and powerful enemy types that include strange aliens. Of course, time would be suspended in a permanent state of night here and seasons and weather effects would not apply. New NPCs Wizard/Alchemist/Shaman - Basically a merchant that deals in magical wares such as spell books, staves, mana potions, etc. Requires you to find a mana-consuming item as a condition for moving in. Guard/Mercenary - An armored sentry that will stand guard at a specific area, attacking any enemies that come near him. He won't move far from his position (walking only around the nearby area as any NPC would) Talking to him would initiate a following sequence that allows you to lead him to the area where you would like him to be posted, and talking to him again would post him to that area. Perhaps he would require a salary for his services that would have to be paid regularly to prevent him from leaving. Requirements for his appearance would be twice the amount of money needed for a merchant to appear. Suggestions to Existing Elements - Higher capacity for buckets, allowing the player to carry more than one "block" of water, lava, or oil in each. The quantity could be displayed as a small number in the lower-right corner of the HUD element, like all other items that have a certain capacity. Capacity could be limited somewhere between 5 - 10. - Move the HUD to the bottom of the screen, or give the player an option to do this in the Options. Mostly because when you acquire the grappling hook it's easy to accidentally select an item while using the hook since most of the aiming is done above the player, not below (you're rarely ever clicking near the bottom of the screen. - If possible, it would be nice if the sprites and tiles didn't anti-alias when the game is scaled in full screen. Pixel art is best seen without any kind of blurring or anti-aliasing, and it would give the game a wonderful retro feel if graphics didn't blur when scaled.