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v.7.2.24
Starting Over
This is my 2nd attempt at making this game. I had stopped working on the original a while ago as I simply wasn't happy with what the project had turned into.
After about 6-7 months of reflecting on what went wrong, I now feel comfortable enough to restart the project.
I've made a very barebones MVP (there's literally only 1 quest), and published the project. I wanted to go ahead and put it out there so that I could incorporate any feedback and ideas during development.
Gameplay
The player can specify world size, the number of civilizations per race, and the number of settlements per civilization. The game world is randomly generated based on these specifications.
Once generated, the player is placed in a random region, where they'll have to explore until they come across a location.
After entering the location, the player can join a guild (Courier's Guild) and start doing quests for the guild.
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v.7.3.24
What's New
NPCs
The main focus for this update was to add NPCs into the game.
NPCs have one of the following work traits: First Shift, Second Shift, or Third Shift. If its currently time for them to work they'll perform actions related to their Role, which is randomly selected during NPC generation. If its not time for them to work they'll randomly travel the game world.
Courier NPCs are the only ones that'll actually work currently. Courier NPCs join the Courier's Guild, accept quests (there's still only 1 quest), and will attempt to complete their quest during their shift.
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7.6.24
What's New
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v.7.8.24
What's New
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v.7.10.24
What's New
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8.10.24
What's New
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Passing Time in Jail & In General
The main inspiration for this game is Daggerfall. Along with a banking system, Daggerfall had a crime system where the PC had to go in front of a judge for their crime. Depending on their stats, the PC could potentially get off scot-free.
I would like to implement something like that later on but for right now I just want the PC and NPCs to be sent directly to jail.
The issue is that passing time in the game can be very slow at times. Depending on how long the PC is sentenced for, the game is just going to stall.
I think the main reason passing time is slow is because of how the NPCs work. I'm glad that I've simulated them to the point that they operate like the Player in order to complete their goals/quests but I'm going to have to figure something else out.
Here are some ideas I've come up with:
I think the best thing to do is implement both of these into the game but if anyone else has any ideas please feel free to share!
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8.10.24
Time Passing Lag
I should have the next update done and uploaded by this upcoming Saturday. I just wanted to give an update on the passing of time lag issue.
Passing time is a lot faster now that I made it where only a set number of NPCs are active each day.
At the start of the game the Player can enter how many NPCs they want to be active each day and at 12AM NPCs will be randomly selected for activation.
As long as you keep the number of active NPCs fairly low, you can have a large amount of NPCs in the world with little to no noticeable lag. I created as many as 500 NPCs and kept the number of active NPCs between 1 and 10.
Now, there is the issue of inactive NPCs just standing around. To fix that, I think I'm going to go ahead and add citizenship into the game, at least for NPCs.
I'm going to start off by changing the setting where the Player can enter their desired amount of NPCs to generate. Instead it'll ask the Player how many NPCs do they want to generate per Location.
Each NPC that is generated will automatically be made a citizen of the Location they're generated for and a citizen of the Location's Civilization.
If an inactive NPC doesn't own a home in their Location they'll automatically be teleported (when the Player isn't looking) into a hidden room that's attached to that Location. Where they'll wait until they're selected for activation again.
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8.20.24
What's New
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Prison Events
As of right now, when the PC is sent to prison the only thing you can do is wait. I want to add in random events that can happen to make the experience more engaging. I want it to happen is that a popup will appear describing what's happening and give the player a list of choices to make (basically a CYOA). Here's an example of an idea I have:
Prison Event - Prison Break
"Get up, NOW! You've just received a new prison work assignment."
Before you can respond a guard snatches you from your cell and throws you into an empty room.
The guard quickly locks the door behind them and removes their helmet.
If the PC doesn't know who they are, they'll whisper:
"Hello, I'm [Entity]. I'm a fellow Thieves Guild member and I've been sent to break you out!"
If the PC does know who they are:
"It's me, [Entity]. The Thieves Guild sent me to break you out!"
"Here. I managed to take this guard uniform from the armory. Put it on and we can just walk right out the front!"
You quickly put the uniform on and the two of you began walking out of the prison.
As you're walking, [Entity] suddenly stops and curses under their breath.
You ask what's wrong.
"That guard by the entrance is staring you down. I think you may be wearing their armor."
You look and see that the guard is scowling at you with their arms crossed. What do you do?
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8.31.24
What's New
What's Next
Crimes