Project RWC: More Details


Yo, devs. Happy early Tuesday morning. It's 5:30 AM here. Anyways,

It appears that I didn't really provide much detail in my first post about the game. So, let me delve into the details.

This game is like Rim World and Dwarf Fortress. Okay, so what does that mean? It means that the game is a colony sim, where you control and manage your colonists, giving them schedules and commanding them to do actions to survive and thrive in the world, growing your colony and eventually reaching some kind of end game.

Knowing the genre and theme is fantastic, but where do we go from here? Surely there is more to this game than "similar to Rim World". The theme of the game is still being nailed down, but at the moment we want to focus on the more grindy aspects at the early game, perhaps modeling the development of the colony after the development of real-life human civilization. Well, that gets me thinking about tech trees, like the ones from Sid Meier's Civilization, and Civilization gets me thinking about different ages, multiple cities, and intricate macro-scale interactions. We're also floating around the idea of fantasy, so while the technological developments might follow the pattern of human history, other aspects might not. The game is still in a very early stage, so who knows where we might end up with design? ¯\_(ツ)_/¯

Another interesting aspect being considered is the combat. I still want a high level of control over the colonists, but in a different way. Perhaps programmatically, where the behavior of the colonists during combat isn't directly controlled, but the player sets up advanced behavior stuff that dictates the colonist's overall strategy. Like, if the colonist's health drops below a certain level, they retreat. Or designating a colonist as a healer, and they will heal allies nearby if they drop below a certain health.

If you have any interest in this project, let me know. Something as simple as a comment can keep the motivation up. Keep grinding, devs.

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