1 Month of Service
(TAGS: It won't let me add new ones, but 'omorashi, 'katakunaru', 'city-builder')
I wanted to try a city builder / management type game for a while (like Forge of Empires / Fallout Shelter), but omo/kata themed. The game set in a fantasy desert land, where you and a few others have escaped from guards while being transported between two major cities. You're now stranded in the middle of a vast area of sand with nothing much but rocks, dead trees, and a few creatures that will attack anything that moves. To make things worse, the sand in the desert can transform into quicksand when it comes into contact with any liquid and has been known to suck entire caravans of victims down to their death. Water (and any other liquid) is therefore highly valued as a scarce resources and is also very dangerous if handled incorrectly or deliberately weaponised.
You'll need to find a safe place to start building a shelter and then find a way to get the water and food your group needs to survive, as well as a way of disposing of any liquid the group produces to avoid creating deadly quicksand nearby. Luckily, you can hunt and eat various creatures and there are unusual types of cactus that grow near desert rocks that suck any moisture from the air and create a drinkable juice. Once you have a secure base, you can begin sending your team back out into the desert on scouting missions to collect resources or scavenge any POIs further away.
The resources you collect can be used to construct more complex items, machines, and buildings for your base. Most of these require liquid to keep running, so you'll need to keep any citizens in your base happy and hydrated through various means so that production levels stay high. As the base grows into a bigger 'city', it will attract the attention of other wandering groups/individuals in the desert who will arrive looking to trade, attack or join your base (these pop up as random quests that you can choose to accept or not). Some of these will be very desperate by the time they reach your city and you can choose whether to show mercy and let them in or not!
Once the above is finished, I can maybe add chat and basic multiplayer functionality to allow cities to ally/enemy with each other and visit to donate 'water' or interact in other ways. But that's OOS for the time being.
So far I've created the starting area of desert, added movement/interaction controls, zoom in/out, a grid map for the city ruins, terrain collision, and a basic UI layout with menus for quests and inventory (there will be one for your bag while you are exploring the outside and a bigger storage area in your base to keep collected resources). You can also zoom in/out from the focused character. I've also started adding in the mini tutorial for the start of the game. The character is one I made for a different game with a few tweaks, as the player will be able to customise how the main four NPCs look.
It's a lot of work, but much of it is repetitive, so once the main mechanics are in they get reused for each building/item/event. The hardest parts for me are the initial design (I'm used to working with wireframes other people create) and making the 1001 different models/icons for everything. Then writing the dialogue/quests, which I'm not great with (I'll try to find a writer to help with that part once I get to it).
I wanted to try a city builder / management type game for a while (like Forge of Empires / Fallout Shelter), but omo/kata themed. The game set in a fantasy desert land, where you and a few others have escaped from guards while being transported between two major cities. You're now stranded in the middle of a vast area of sand with nothing much but rocks, dead trees, and a few creatures that will attack anything that moves. To make things worse, the sand in the desert can transform into quicksand when it comes into contact with any liquid and has been known to suck entire caravans of victims down to their death. Water (and any other liquid) is therefore highly valued as a scarce resources and is also very dangerous if handled incorrectly or deliberately weaponised.
You'll need to find a safe place to start building a shelter and then find a way to get the water and food your group needs to survive, as well as a way of disposing of any liquid the group produces to avoid creating deadly quicksand nearby. Luckily, you can hunt and eat various creatures and there are unusual types of cactus that grow near desert rocks that suck any moisture from the air and create a drinkable juice. Once you have a secure base, you can begin sending your team back out into the desert on scouting missions to collect resources or scavenge any POIs further away.
The resources you collect can be used to construct more complex items, machines, and buildings for your base. Most of these require liquid to keep running, so you'll need to keep any citizens in your base happy and hydrated through various means so that production levels stay high. As the base grows into a bigger 'city', it will attract the attention of other wandering groups/individuals in the desert who will arrive looking to trade, attack or join your base (these pop up as random quests that you can choose to accept or not). Some of these will be very desperate by the time they reach your city and you can choose whether to show mercy and let them in or not!
Once the above is finished, I can maybe add chat and basic multiplayer functionality to allow cities to ally/enemy with each other and visit to donate 'water' or interact in other ways. But that's OOS for the time being.
So far I've created the starting area of desert, added movement/interaction controls, zoom in/out, a grid map for the city ruins, terrain collision, and a basic UI layout with menus for quests and inventory (there will be one for your bag while you are exploring the outside and a bigger storage area in your base to keep collected resources). You can also zoom in/out from the focused character. I've also started adding in the mini tutorial for the start of the game. The character is one I made for a different game with a few tweaks, as the player will be able to customise how the main four NPCs look.
It's a lot of work, but much of it is repetitive, so once the main mechanics are in they get reused for each building/item/event. The hardest parts for me are the initial design (I'm used to working with wireframes other people create) and making the 1001 different models/icons for everything. Then writing the dialogue/quests, which I'm not great with (I'll try to find a writer to help with that part once I get to it).
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