Hail Wanderers!
Very short update this week as most of the week was spent in preparation for challenging the next stage of the project. However, we did make one rather significant change to the game.
Deavers now have a life cycle, which will hopefully add a greater feeling of the game being built around an actual ecosystem rather than a bunch of gameplay mechanics, if that makes sense. The way it works is that deavers will now harvest wood from the trees they chop down to make a nest, and then eventually a new deaver will spawn from the nest, removing it in the process. The new deaver will be neutral, and available for any player to claim. This will go along with a planned system that has deavers age and eventually die of old age, and a second system for further down the road where deavers will have their own set of mutations and subspecies, much like the trees do, and the environment the nest is made in will influence what sort of deaver may emerge. All told it's a rather simple system, but it is indicative of a change in our design philosophy to start creating goals and needs for the entities, and have those build the gameplay, as opposed to simply creating a set of gameplay functions that they serve and not tying their behavior to the ecosystem as a whole.
Until next time,
Guardian Soul
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