Plans for the final game.
I want to spend a few words on my objectives and my opinions about game design in general. This, together with player feedback will shape the final version of the game, and help potential supporters better understand if it's something they want to help create.
The current mostly linear progression will move towards a more dating-sim like gameplay structure, i didn't start immediately from there because i need more content to work with. Mechanics will be added gradually, at first they will be mostly inconsequential, like the passage of time is now. They'll be properly integrated and balanced at a later date.
Here's the main points:
- I want the context to make the player feel immersed.
Characters are not just flat sprites spawning in a room, they are dynamic things with their schedule and identity. I want interactions to play with this so that the player can shape progression in a sandbox-like environment. Characters will react to what you do, talk between themselves offscreen, listen if you are talking with someone else in the same room, change their schedules depending on your actions, and so on.
- I want a system of managing time and relations that isn't just "keep meeting this girl to raise her relation score".
Managing the number game is where the "gameplay" is. I want this to feel organic and not easily predictable, though still nearly entirely deterministic. I don't plan on everything being available in a single playthrough, this is to give some weight to decisions and reward the player that can plan ahead.
- Expand interactive scenes
Those scenes take a long time to make, i want them to be very extensible. Like being able to replay them in different contexts, different places, with the girl dressed differently, with someone else there, etc.
- Try to reduce scripted busywork in general.
Not overrelying on "go there do that" 5 times in a row gameplay. Though in these early "linear" releases there will be some degree of this.
- Relation levels will be in the game. things like money, stats and other numericals will probably be as well.
To progress the player will have to manage how to spend his limited time, finding the right balance between increasing his stats and spending the right amount of time with the other characters.
- The time to complete a game is not indicative of the amount of content.
Filling the game to the brink with pointless dialogues, time wasting boring minigames and similar tricks is not what i'm aiming to do. Some redundancy is to be expected but i still want some density in my game.
- Minigames will be in IF they are interesting to play, contextually relevant and add to the overall experience.
No busywork just to make you feel like you are doing something and to pad out playtime.
I hope this list made my intentions clearer, other posts like this will follow as development continues. As always i'm open to any idea or criticism on
discord or
[email protected]
See you soon!