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.
Get Socks of Ages
Socks of Ages
Do you like kings and Middle Ages stuff? Do you like socks!? Come and build your sock-king dynasty!
Leave a comment
Log in with itch.io to leave a comment.