Day 2


There's not a lot graphically to show today, but there was progress made:

* Made the decision to go ahead with the world of raccoons; I think there's a lot of good reasons:

  * It obliviates the need for 2 currencies (money and food) and how they interact. Now, it's just food.

  * In fact, it removes the pressure of oversimplifying real world. Instead, I can start with a minimal raccoon fantasy world with MVP gameplay and add then gradually add in more parameters.

  * Raccoons are visually distinct, which would have been hard (especially with my artistic ability) to do with humans

  * I can do simple overlays on top of a basic raccoon sprite like hats, bows and whiskers.

* Broke the back on MVP gameplay; the two basic choices at the moment are to either explore  (presented as 'leisure'; gain joy and relationship opportunity) or scavenge (gain food):

  * Relationships can provide passive food generation, allowing you to do even more exploring without scavenging.

  * Relationships can consume food; if unable to be met, the relationship will be lost.

  * Relationship opportunities and scavenge payoffs are parameterised by population. Not sure exactly how it will affect it but I'm thinking underpopulation will benefit scavenging and overpopulation will benefit exploration.

  

Apart from that, picked a bit of the GUI (there are now some visual indicators) and also had a think about some music; I think I have some nice chord outlines for one track.

Tomorrow I'll focus on getting some art in place, and also further develop the gameplay; it would be nice to think about possessions next (and maybe even raccoon skilltrees and jobs!?), as well as some endgame scoring - maybe I can utilise (raccoon) Maslow's pyramid?

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