Day 1 report


DAY 1

- Macro game design defined.

- Code design started.

- Art direction chosen and sketched the first silhouettes.


MACRO DESIGN SUMMARY

- The game we have chosen to develop will be in 2D.

- It is an endless game, the aim of which is to be able to obtain a dynasty as long as possible: if you die without heirs, the game ends.

-The player controls a king in a world of socks and must be able to obtain an heir before his life (expressed by a number of action points called "turns") comes to an end.

- To do this, he must pair with the available partners.

- Coupling with a partner does not ensure the birth of a child, as this depends on "fertility", a statistic linked to the aesthetic affinity between the main character and partner and to the effects of the main character's traits (everything concerning traits still needs to be defined clearly).

- You can change your main character's aesthetic by buying an aesthetic card in exchange for turns.


PRIORITIES

- Clearly define the traits: what they are influenced by, how they are composed, how they interact with each other and with the rest of the game, etc.

- Start the production of the sprites.

- Finish the code design.

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