Mason requirements

These are the requirements that need to be filled for the Mason Game to reach version 1.0. Some features are marked optional and are not required.

Basic requirements

  1. Item creation. Creating new items from a number of existing items, using some operation, tool and skill.
  2. Item attachment. Attaching two items together using some tool, some items (such as nails or glue) and a skill.
  3. Item destruction. Destroying items when they reach zero hitpoints, and creating different waste products depending on the way they are destroyed.
  4. [Optional] Item deattachment. Allowing separation of two attached items with force or some tool and skill.

Item types

  1. Items. A number of items that are possible to create from basic raw materials, such as animals, plants, minerals, soil types and water. An item type should list rules for creating the item, description of rest products from different damage types, materials that it can be made from, size, volume, hitpoints, weight, art to be used, and usage possibilities as a tool. Some attributes can depend on the material used for the item. Some types of items can also have additional fields (such as animals or nodes in MMS).
  2. Building blocks. A type of item used for building houses. Wall, floor and roof blocks of different materials. Also doors, fireplaces, windows, trapdoors and other additional constructs.
  3. Plants. Various plants that grow in some way and can be used for food or other raw materials. Oak, flowers, grass, wheat, potatoes, carrots, some other tree and a bush.
  4. Animals. A number of animals to trap for meat, hides and other raw materials. Squirrel, pig, wolf, rat, sheep and some bigger animal, such as moose or deer.
  5. Characters. Allow player characters with inventory, some skills and attributes, hunger and (optionally) ability to handle information objects (such as blueprints).

Item forms

  1. Piles. It should be possible to store similar items in piles that can be handled as single items.
  2. Different item states. Solid, liquid, paste and powder states should be supported.
  3. Container items. Support for items that can contain other items. They should contain information of how much they can contain (max length of items, and maybe volume or mass), and if they can contain liquids, powders or pastes. Bags, sacs, baskets, urns, barrels, chests and so on.
  4. [Optional] Mixing. It should be possible to mix liquids, powders and pastes together.
  5. [Optional] Materials. Items can be made from various materials, and they get different characteristics (weight, look, hitpoints, etc) depending on the material.

Operations on items

  1. Operations. Atomic actions that can be performed on objects to create new objects or modify their state somehow (mixing, attaching, heating, repair, etc. [Hmm. This might need more thought.]).
  2. Damage. Some basic damage effects, such as blunt damage, cutting damage, heat, cold, starvation, dehydration and poison.
  3. Fire. Controlled fire that can be used in various item creation processes. Optionally allow fire to spread, and any burnable thing to burn.
  4. Enviromental effects. Enviromental effects such as temperature, humidity, air pressure. Weather effects, such as rain, hail, snow, lighting, and wind. And flowing water.


  1. Art. Two dimensional art for the items used in the game. Three dimensional art for the animals and building blocks (optionally also for other items).
  2. Sound. Sounds for various mechanisms, for various items and for the animals.
  3. Music. Some varying background music for the game.
  4. Background story. Some explanation for the game, and description of the objectives for players. Also world description of the game area, if needed.
  5. Player documentation and packaging. Installation and usage documentation. Packaged clients for various platforms.

Information objects

  1. Blueprints. Ability to edit blueprints, and build the construct a blueprint describes.
  2. [Optional] Information object handling. Ability to browse the information objects in memory and copy them to/from other media.
  3. [Optional] Textual information objects. To test the Information Object handling system


  1. Talking. Ability to talk and be heard by nearby characters.
  2. Trading. Mechanisms for doing securee transactions between characters. This allows the characters to barter and accept or reject the exchange.
  3. Examining. Ability to examine an item and get a textual description of it and see its obvious properties (such as the capacity of a container). Optionally also show a close up picture of it, if one exists.

Mechanical System

  1. [Optional] The Mason Mechanical System (MMS). A system of sensor, force generator, connection, processor and effector nodes, manipulating forces.

Garbage Collection

  1. Garbage collection mechanisms. Some simple mechanisms like decay or thieving animals to ensure that the server doesn't become overburdened with items.