Building as a mechanic can be separated into three categories: Building, Crafting, and Manufacturing. These three activities provide the mechanics necessary to produce all of the end-products used by players, from gear to orbital stations. While the end-products vary greatly, all three activities require the use of materials obtained through mining or through trade.
Building[edit | edit source]
Manipulating and using voxels of raw materials to create the shell of a construct, be it a spaceship hull or walls and roof for a house, outpost or base. Building will necessitate to have at least one Core Unit, an element necessary to generate a building zone where you will be able to build a Construct. 
Tools[edit | edit source]
A wide variety of tools will be available to players for building constructs. These tools can be loosely separated into creation tools and modification tools. The creation tools involve the ability to add or delete shapes from a construct through the use of simply 3D shapes, including spheres, cubes, and triangular prisms. These tools also include the line tool, which allows the builder to create a linear volume between two existing surfaces. The modification tools involve the ability to modify the shapes created with the creation tools, or previously existing, through the use of a smoothing tool, select tool, and paint tool.
Elements[edit | edit source]
Two categories of elements will provide pre-created components for constructs. These elements are split into two categories: Voxel Elements and Mesh Elements.
Voxel Elements are pre-created or player-created complex shapes that are intended to streamline the building process. An example of a Voxel Element would be a spiral staircase consisting of many protroding and rotating shapes around a central point, but these elements could be any combination of shapes and can be placed using a different material than what was originally used.
Mesh Elements are pre-created functional components such as cockpits, engines, radar, etc. These elements are intended to be the primary points of interaction between players, constructs, and the environment. Furthermore, these elements are the focus of custom scripts that alter the efficiency and inter-operability of mesh elements.
Crafting[edit | edit source]
Refining raw resources, using refined resources to make components, using components to make Elements for Constructs or Gear worn by players. Crafting will necessitate to have several Elements related to Crafting: one to refine raw resources, one to create components (3D Printer Unit) and one to assemble components to create an Element or a Construct (Assembly Unit).
Manufacturing[edit | edit source]
When a player will have finalized a Construct (with all the voxels and Elements necessary), he will be able to make a Blueprint of it. He will then be able to use this blueprint with a Factory Unit. With the appropriate number of Elements and quantity of raw matter for the voxels, he will be able to replicate the construct.
Building will be as much a single player activity as a multiplayer activity, depending of the scale of what you want to build (building an orbital station or a stargate will definitely be a multiplayer activity, for example). Crafting will be quite easily a single player activity, but again, if the goal is to craft in huge quantities, then it might become a multiplayer activity. Mass Production will be more multiplayer-oriented, due to the sheer amount of elements and resources required. It won't be impossible to manage it a single player activity, but in this case, it will be probably very time consuming.
References[edit | edit source]
- "Ask Us Anything" Event. Dual Universe Forums: https://board.dualthegame.com/index.php/topic/841-ask-us-anything-event/#entry8611
- Builder Gameplay, Voxel Tools & Elements. Dual Universe Dev Blog: https://devblog.dualthegame.com/2016/02/20/builder-gameplay-voxel-tools-elements/#more-531