This project started as a Game Jam project for the GDTK 2023 Jam and got noticed by a potential investor. Most of the design is completed for now and the programmers, artists, and Principle Game Designer are working on the vertical slice.
Once approved, an itch.io link will be made available here.
Regarding the Simulation Mechanics, I've helped cover 4 main topics, some of which I'll explain further in this case study:
1. Core simulation elements, such as the day-night cycle, weather, and dynamic events.
2. Random events and Dynamic NPC Behavior
3. Quest Systems, which tracks and manages player quests
4. Resource and time management.
For Character Management Mechanics, I've collaborated and designed the following:
1. Character Creation
2. Stats and Skills
3. Career progression
4. Inventory management
5. Social interaction system
Contributed to the design of the career paths, the nature of the tasks of each career, and also their respective rewards. I was responsible for defining the criteria for advancing to higher career levels.
The money management required a currency system packed with an income calculator, currency display in the HUD, and different earning mechanisms (not only working). Also delved into item pricing, dynamic pricing, NPC transactions, marketplace mechanics and a potential trading system with NPCs.
Designing a reputation system that evolves based on the player's career success and completion of side quests involves a combination of game design principles, data management, and user interface considerations. Here are some of the steps and aspects I've considered:
1. Reputation levels and their criteria
2. Instructions for reaching success
3. Influence of side-quests
4. Reputation data and progress
5. Points and thresholds
6. NPCs interactions based on reputation
6.1 - Dynamic Dialogue
Designing a non-linear world exploration system with quests, foraging, discovery points, puzzles, and fast travel points involves game design, level design, scripting, and user interface considerations. In collaboration with programmers and the design team, we've established some of the main topics:
1. World Design
1.1 Key regions, landmarks, general environments
1.2 Non-linear layout for richer exploration
1.3 Discovery Points (That become fast travel points)
2. Quest System
2.1 Quests definition
2.2 Quests progression
2.3 Quests rewards
2.4 Quests impact on character development and world
3. Foraging System
3.1 Resources Placement
3.2 Collection of resources and their utilities
4. Puzzles and Challenges
4.1 Puzzles design and intent
4.2 Interaction and checkpoint system
5. Environmental Storytelling
5.1 World details progress as the player interacts with the environment
5.2 Dynamic events based on exploration
It was a pleasure and a great learning experience for me to participate in this project.