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GideonGriebenow OP t1_j4ut7tw wrote

The Wandering Village does something like that. You can harvest some of Onbu spikes, but that makes him like you less.
I am working on different "health" impacts - one from feeding, and others can be from different areas in space.

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Rossrox t1_j4v92r9 wrote

This sounds like a super interesting mechanic, curious if you've considered intentional neglect or damage to sabotage others enjoying prosperity, perhaps there are things you can do to protect yourself from such an event.

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GideonGriebenow OP t1_j4v9gjr wrote

There are so many loose ideas floating around in my head! I wish I had more hours in a day to implement more of them. At the moment the "antagonist" is mostly natural threats / disasters, as I'm focusing on teamwork and helping each other rather than fighting and armies.

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ghostinthewoods t1_j4vlp61 wrote

One of the dangers of solo game design, feature creep

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GideonGriebenow OP t1_j4vmfce wrote

Agreed. What I do find is, the more complete/populated the โ€˜worldโ€™ becomes, the more things fit into gaps in this whole more naturally, and the more I can reuse and adapt code to progress faster.

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Rossrox t1_j4vdjqu wrote

I get you, sounds cool, I will follow for sure, there's not enough co-op centric RTS/Civ type games.

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venom121212 t1_j4vmesk wrote

Plot Twist:

Turtle antagonist is space garbage.

Looks like an awesome tactics/strategy builder with a unique twist. Bravo to you for the work you've accomplished.

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GideonGriebenow OP t1_j4vmnff wrote

Thank you. Still so much to do, but every month it smoother and more complete!

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KapitanWalnut t1_j4vuyqk wrote

I like the idea of a cooperative-yet-competitive relationship with the other groups living on the turtle. You all need to work together to feed the turtle, otherwise you all suffer. However, maybe one group will benifit more from having the turtle pass through a rainstorm, but it'll cause flooding and/or crop failures for another group. So there's some competitiveness in steering the turtle. Or maybe one group benifits by having the turtle languish in a sunny spot, making it go slow by nearly starving it, but another group needs wind for their windmills and wants the turtle to move quickly.

Regional resources could get depleted if the turtle hangs out in one area too long, or maybe pollution or something builds up, so that encourages players to want the turtle to move around more and not revisit the same areas very frequently.

Finally (and into serious feature-creep mode) what happens when the turtle encounters hazards? Creatures that attack the turtle or dispatch "parasites" that attack the people living on its back? What if you encounter another turtle with its own host of civilizations? Will there be conflict or cooperation? ...so many possibilities!

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nasondra t1_j4vw8zu wrote

oooo you could add something like frostpunk with rebels seeking to leave to add some light conflict without โ€œenemyโ€ clans!

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GideonGriebenow OP t1_j4z8c9t wrote

I still need to flesh out the "danger/punishment" part of the game a lot. There definitely needs to be some "mutiny" if you can't keep them happy and healthy enough. Still thinking about my options.

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nasondra t1_j52iusn wrote

awesome! i downloaded the demo to play soon, i LOVE builders ๐Ÿ‘ keep up the excellent work!

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bigolnada t1_j4yyhid wrote

Yeah I think other hazards would be easy to implement later on, like invading pests and so forth. I think your concept is so amazing and I wish you the best success!

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GideonGriebenow OP t1_j4z2s2v wrote

Thank you. It does get easier to add stuff the more "fleshed out" the world becomes. It's almost like "empty pockets" start forming in the world that some other ideas slot nicely into.

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TonyR600 t1_j4v32ra wrote

I'll be honest, I like Wandering Village but I don't like the art style (yours I like very much) and I don't like the dependency on the health of the monster. It's kind of a twist to the genre but I like to build my own stuff in city builders and not be feeding a giant monster all the time.

Can you elaborate how much of the gameplay will be around keeping turtly happy?

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GideonGriebenow OP t1_j4v3l1a wrote

Hi. I'll be honest, I like honesty.
It's one mechanic/building part of a lot of others. So, you will need to place a catapult, and feeding grass patches, and have enough Meeps around it to work it, but it's by no means a "remember to click every 60 seconds" kind of thing. It's also still evolving, and having "automated schedules" is also not impossible.
BTW. I'm saving this comment as the day I beat out The Wandering Village in art style! :)

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TonyR600 t1_j4v4ki0 wrote

Haha alright ๐Ÿ˜‰ Looking forward to your game, I'll be testing the Demo within the next few days (after I'm done with the current AoE4 beta doh)

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SkyezOpen t1_j4vc3q3 wrote

Be sure to include options to reduce or eliminate hunger rate of the turtle or manipulate other factors like resource gain or research rate. I'm a big fan of survival crafting games, but the sanity feature in Green Hell was simply too much on top of an already complex system. After turning it off I felt like I was able to learn. Sometimes doing a super relaxed playthrough to learn the game is a big help.

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GideonGriebenow OP t1_j4vcucp wrote

Agreed, there will be loads of options for the player. If you check out the demo, you'll see I have lots of options even for how to triangulate the terrain, and I will extend that to gameplay too. There can be a "full game", and then one where you switch things on or off, for you to enjoy it the way you want to.

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