Once that's built up more, I will start building out all the fog puzzles and setting up progression with those to dovetail with the story progression. That will entail adding more resources, flora and fauna, and more production goals to tie them into the story. Most of the initial programming heavy lifting is done, so now the effort begins to add more to the manufacturing process which is of course the actual toughest part. I just got the farming and story progression/storyscript aspects implemented last week, but the hardest part was designing and programming the production line mechanics. WHERE ARE MY INFINIFACTORY GIF PLUSPlus I've always liked when there are systems in other action-adventure games like this (albeit usually VERY rudimentary) and have always wanted more, so I am basically making a game I want to play that I think will resonate with others. I come back to some games for comfort year after year, have analyzed why I pick those games, and want to make someone else's comfort game. I adore Zachtronics's games and Factorio and want to make something similar, but more accessible. I want to make a manageable puzzle game that has a pastoral and adventurous feel with a lot of charm. You then use the nomerads to capture, route, and modify the land's resources to help restore a natural balance thereby proving that your people can be responsible, leading the nomerads to lift the curse. You strike out with your spouse to investigate why the fog won't go away, and will befriend the land spirits called Nomerads that cursed your ancestors. The land around your village was cursed generations ago, and the fog created from that curse is finally creeping into the town, trapping all the villagers in a central location. There's going to be a village that you have to rebuild and people and animals to help as well. The inspiration is mostly along the lines of "enemyless and combatless Stardew Valley, Zelda Link to the Past, and The Witness with manufacturing puzzles to aid in your adventure". In a way, it's an open-ended-open-world puzzle game, but the fog puzzles will probably not be the most demanding part. The game's progress will have you clear out regions of the land from a harmful fog using the same production lines, which will reveal more resources that you can use. Using torches and a lantern to see through the fog (older): Note that I have mostly ditched the idea of farming in the game, but you never know! Rudimentary farming mechanics (with bonus timedust to speed up growth). But basically it's a farming game that also lets you set up pick-up-and-move production lines to do the farming for you if you like, and there are resources that will be created from those production lines to help in the game's progress.īouncing, splitting, and upgrading (latest artwork) It's kind of hard to describe so I'll link my posts/tweets showing prototype videos/gifs. Just been working on this for a few months to take my mind off of my other game, and ended up wanting to put more work into this because I think it has better potential (typical, right?).
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