Open Josephkhland opened 1 year ago
Main Menu -> Way to Transition to game (Normally a Play Button) -> Credits -> (Shows Credits). -> Settings -> Audio Settings(Mute, Control Volume per Bus) -(Normally a button that opens a submenu) -> Way to quit game (Normally a Quit Button)
SOLUTION (1): Pull these in from Once Summoned... - This means fuck the Textless wildcard. But either way we'd have to add the credits and the game title sooo. I think we've already followed this wildcard enough.
Decide on game name. Decide on our Studio name. (Suggestions Studio Eretiexeinaginei or just Studio Eretiex).
It's probably better to separate the Seed Ingedients acquisitions from the Gods/Orders. Why? It makes design easier as we won't have to think our way out of a numerous potential deadlocks. Instead let's just put some place where you can collect base ingredients and seeds. Perhaps completing you just unlock more ingredients as you unlock orders. But not having a source for ingredients seems bad. --> Assets required for this: Ingredients Generator Block.- Every X seconds it generates a seed of a specific template in its inventory.
Powerups.
Pretty much requires a UI Elemement, perhaps a Vertical Strip at the side of the screen, where you can see Icons about your current powerups. You might have 0 or more. Duplicates of each power not allowed. Player can use mousewheel to switch between selected powered. The selected power up shows up a bit bigger + outlined. Right Click (or some specific action) to activate selected power. on target tile. Implement each Powerup (Ideas: Break Stone, Create Plot, Remove Water, Place Protective Totem (Protects Plots in radius from getting flooded or ?Burning?, Timeskip/Growth/Repair: Turns a plant to Ready_State, Summon Raincloud (Pretty much summons a Raincloud on a spot. Change Wind direction. Weather Foresight (Foresees next Wind Direction and number of rain clouds. ))
Level Design.
Map too big. Maze probably irrelevant (remove). I personally think, it might be better to focus on growing ingredients rather than exploring to find them. This could grow more interesting by having Plots gain some special attributes based on adjacency. For example a Plot could know when there is water or stone or another plot to an adjacent tile. That could be used either as a Flag that allows planting specific seesd (fish, seaweed, rice). Or perhaps it provides bonuses - Faster Growth, Bonus to a specific flavor, or penalties (slower growth, penalty to specific flavor). Kitchen looks kinda ugly and I think am gonna have a hard time making it look cooler. It might be better to have the shrines similar to a stonehedge formation and the player camping on a campfire at the middle of them. Rainclouds. All of them should be heading to the Wind's Direction- so we have 9 directions or we can simplify it to the four cardinal ones + no wind. An interesting tile to add would be a Barrel. Allows gathering water, which can be used as an ingredient or to water plants. -> Probably I should add plants something about absorbing Water from their tile in order to grow. I think this makes it interesting as you'd have to balance positioning barrels and plots in your land. Rain clouds are going to be coming and going in mostly a random way so Barrels should help you deal with this randomness and have water when a raincloud decided to fly over your land but not over your plots. An interesting powerup might be placing some kind of tile that absorbs the first raincloud it hits and turns it to a special ingredient (THUNDER SEED!!!!).
Create the Map.