rpgmaker tagged posts

Another day, another build…

After a lot of back and forth with stats and even a proto-system based on Maslow’s hierarchy of needs over the last few weeks, we’ve settled on 3 stats- “Society”, “Economy”, and “Environment”.

The aim of the game will be to keep the stats in some degree of balance, based on the level of the settlement.

Every action you take has some impact on one or more of these stats- e.g. Building a shop (minimal positive impact on social, high positive impact on economy, and minimal negative impact on environment), or a Farm/Mine (minimal negative impact on social, medium positive impact on economy, high impact on environment).

You’ll also have regular challenges that will allow you to push the stats in one direction or another based on your plan for the settlement and the needs of the people there...

Read More

Click, Research, Repeat…

Further development of our research mechanic concept; the town’s level defines the size of the library, the number of books that open automatically, & the number of bonus points to open additional books…

Read More

Stories are key…

Stories play a key role in our upcoming city sim game, as do you as the titular character. The stories you share with your fledgling community can help, or hinder, as the game unfolds. Choose wisely!

Read More

Book Smart…

Our current concept for a research mechanic… the player has a quota of Fate Points to spend in the library to discover fragments, pages, or scrolls of lore to build fables…

Read More