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Posted 09 November 2012 - 08:13 AM
Posted 09 November 2012 - 11:51 AM
Posted 09 November 2012 - 12:51 PM
Posted 09 November 2012 - 02:55 PM
Posted 10 November 2012 - 08:03 AM
Posted 10 November 2012 - 04:33 PM
1. Hunger/Thirst System - Somewhat unique, and I like the idea, but is it plausible, and would it be fun in a game? Yes it is feasible, but I would recommend increasing the hunger and thirst by stages or turns. In other words, the player is at a stage of hunger and thirst for each turn or level of play. What they do each stage will make the condition of their hunger and thirst for the next one. You want realism, yet their is the need to compress time for game play. In real life, it would take many hours and days to see drastic changes, so you need to design the game to account for this by turns, stages, or scenes.
2. Create a Shelter - Again, something unique from what I'm aware of, but does it take the simulation too far? I feel that it should be only needed when no shelter is found, obviously, but I suggest considering that the player has found a portable tent. By the way, a self made shelter would be very vulnerable to attack by bandits, so this seems to contradict the realism aspect of your goals.
3. Setting traps/hunting - I thought this would mesh well with the hunger/thirst system, what do you think? This sounds cool. You might want to consider the traps as being used by bandits for an ambush on the player, which would actually happen in real life if the bandits had any brains. Hunting would be more realistic, I feel.
Personal life and your private thoughts always effect your career. Research is the intellectual backbone of game development and the first order. Version Control is crucial for full management of applications and software. The better the workflow pipeline, then the greater the potential output for a quality game. Completing projects is the last but finest order.
by Clinton, 3Ddreamer