- Joined
- Nov 3, 2015
- Messages
- 233
- Reaction score
- 204
- First Language
- English
- Primarily Uses
- RMMV
What do you think of something that would be similar to Stardew Valley where all of the characters have their own schedule in the city-but instead of a farming simulator where you farm- the game is linear and the relationship system is actually part of a puzzle. This is something I've been working on for a while, and I've had to rework it quite a few times because it hasn't worked with other types of mechanics but after messing around with Stardew Valley I'm really liking the idea of a relationship system and building up friendships with the other NPC's via trial and error. Like giving gifts, answering questions via branching dialogue, and exploring the environment for clues to the past.
The point of this game I've currently been working on is for the player to receive 10 hearts by making up for the wrong she's done with other players. This is something I had wanted to do before I had known Stardew Valley had existed, and I didn't know how I wanted to do it, after playing Stardew Valley it definitely inspired me and led me in the right direction. I'll probably call it something else besides 'hearts' now, though. Maybe it will be something that the character really loves? Like cupcakes?
Some things will be minor and count for less, and other things will be large and count for larger things. I was thinking that the more the player got to know some NPC's, it would unlock other areas of the game which could give access to a couple other areas of the map or other NPC's, as well as useful information that would further advance the game. I really feel like I want the game to be linear, I can't really see any other ending than the one I have in mind for the game, but with the type of mechanics that I want, it feels weird that there would only be one type of ending because it seems like a role play game.
I typed out some questions to myself that will probably help add to the discussion here.
-At which times of the day would they have different dialogue?
-At what points in the game would the dialogue change?
-What would trigger it?
-Will the dialogue have choices or branches that can affect the relationship?
-What would the dialogue reveal?
-What would be the importance of the reveal to the player?
-How would it advance the game?
-What types of scandals are the characters involved in?
The point of this game I've currently been working on is for the player to receive 10 hearts by making up for the wrong she's done with other players. This is something I had wanted to do before I had known Stardew Valley had existed, and I didn't know how I wanted to do it, after playing Stardew Valley it definitely inspired me and led me in the right direction. I'll probably call it something else besides 'hearts' now, though. Maybe it will be something that the character really loves? Like cupcakes?
Some things will be minor and count for less, and other things will be large and count for larger things. I was thinking that the more the player got to know some NPC's, it would unlock other areas of the game which could give access to a couple other areas of the map or other NPC's, as well as useful information that would further advance the game. I really feel like I want the game to be linear, I can't really see any other ending than the one I have in mind for the game, but with the type of mechanics that I want, it feels weird that there would only be one type of ending because it seems like a role play game.
I typed out some questions to myself that will probably help add to the discussion here.
-At which times of the day would they have different dialogue?
-At what points in the game would the dialogue change?
-What would trigger it?
-Will the dialogue have choices or branches that can affect the relationship?
-What would the dialogue reveal?
-What would be the importance of the reveal to the player?
-How would it advance the game?
-What types of scandals are the characters involved in?
