- Joined
- Apr 25, 2014
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Hey guys! I would like to get your opinion/suggestions on my plot idea for my farm game, Rustic Tales.
Basically, the beginning of the game starts like an old-school Harvest Moon game, where you inherit your grandfather's run-down farm after he dies, so you move from the City to the isolated countryside. However, not long after you arrive, you hear that your old home, the City, is restricting all travel (preventing people from arriving at the city, not leaving) due to a seemingly out-of-control famine in the area. The City's governor soon requests for aid from the surrounding farms, including yours. The goal would be to send a certain amount of specific crops, animal products, and food to the city (maybe at a slightly reduced price, as the city is under a tight budget) by the end of 2 years. As you reach certain milestones, the city will give you rare rewards as thanks for your help. An additional motivation would be after you save the City from the famine, the travel restrictions are lifted and you can now travel to the City to meet several new NPCs (some the you can befriend and marry, and some "Faceless NPCs" that will populate the city) and gain access to other features (like new stuff to buy) and buildings (like the museum and aquarium).
What are your thoughts? Any suggestions? I might not implement the 2 year time constraint to make the game less stressful, but one of my favorite things about the older Harvest Moon games, like HM64, was the challenge that you only had a certain amount of time to get your farm to succeed. Also, there will be additional sub-plots and mysteries that will also be available. I basically want the player to be entertained, even in the later years of the game. Personally, the newer Harvest Moon/ Story of Seasons games have lost my interest after the first game year or two, so I want to avoid that in my game.
Basically, the beginning of the game starts like an old-school Harvest Moon game, where you inherit your grandfather's run-down farm after he dies, so you move from the City to the isolated countryside. However, not long after you arrive, you hear that your old home, the City, is restricting all travel (preventing people from arriving at the city, not leaving) due to a seemingly out-of-control famine in the area. The City's governor soon requests for aid from the surrounding farms, including yours. The goal would be to send a certain amount of specific crops, animal products, and food to the city (maybe at a slightly reduced price, as the city is under a tight budget) by the end of 2 years. As you reach certain milestones, the city will give you rare rewards as thanks for your help. An additional motivation would be after you save the City from the famine, the travel restrictions are lifted and you can now travel to the City to meet several new NPCs (some the you can befriend and marry, and some "Faceless NPCs" that will populate the city) and gain access to other features (like new stuff to buy) and buildings (like the museum and aquarium).
What are your thoughts? Any suggestions? I might not implement the 2 year time constraint to make the game less stressful, but one of my favorite things about the older Harvest Moon games, like HM64, was the challenge that you only had a certain amount of time to get your farm to succeed. Also, there will be additional sub-plots and mysteries that will also be available. I basically want the player to be entertained, even in the later years of the game. Personally, the newer Harvest Moon/ Story of Seasons games have lost my interest after the first game year or two, so I want to avoid that in my game.

