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You'll have to excuse me - it's late here and I've had a really trying day. I'll try to explain as best as I can.

What you have here is the skeleton of the game. I'd say two-thirds of the major mechanics are implemented and working. A notable exception is the lack of any stats/money/Rpg elements and their testing. I think that should be relatively easy to do.

Also, excuse the lack of any art assets. I wanted to see if I could do the programming side before I commit any artwork to this project. I'll ask you to use your imagination. I should have some art of the main characters done by tomorrow. Their development is a whole other can of worms - I'll tell you tomorrow.

On to the game - here's the basic game loop. You wake up. You have a morning random event. You go to your scheduler and pick some activity. You spend some time. It might be a couple of hours, the whole day, or even a couple of days. Then, you might have an evening random event. Go to sleep, repeat.

I'd say, similar to other visual-novel Japanese dating sims. What happens at your destination, however, is also random. Imagine this - everywhere you go the game selects from a set of events for that location. Some are more frequent than others. In the game, you should see that going to the lab will result in you wandering the hallways most of the time. You'll meet dr. Drake less frequently.

Some events are multi-tiers. Like when you visit the Hunnie Camp for the first time, you won't have the guts to enter. Visit two more times, and you're in! Some places and events are unlocked through other events. You won't be able to visit the Hunnie Camp until you hear about it from dr. Drake.

Your morning and evening events are also random and partially locked. When you visit the Hunnie camp you'll see that your new friends will come to visit you certain mornings, and you'll see more of them in your tower. Yeah, you have a tower. You might be royalty but it's the future. So, why not a giant skyscraper instead of a castle? I got the idea from the former US president.

There will also be random events when you travel somewhere distant. All locations have a 'distance' parameter. Your tower and lab are distance 0 - no random encounter. The Hunnie camp is distance 1 - you might get a 'city' random event. I still plan to implement distance 2 - train random event, and distance 3 - airship random event. The farther away something is, the longer the travel time and the more serious the event.

Events that still aren't implemented but are planned to are timed events. The game will have a timer of around 200 days (I think that might be too long). On certain days some things will happen. Like the opening of spaceports, revolts, the summoning of elder things, etc.

I know the game doesn't look like much but the uncertain part is most likely behind us. The game functions as intended. All we have to do now is add a whole bunch of events, locations, art, etc. but the underlying machine is operational (well, two-thirds as I have already said).

I want to make a rich, deeply intertwined world, that makes you feel like it's alive like you can go there and touch it, taste it and smell it. I think the best way to do this is that the game reacts to your actions. 

I haven't gone into the programming aspect since I don't think a lot of you would find that interesting. If you are interested, ask away. Ask about anything, actually. 

Oh, and don't worry - Foot Kingdom is only the working title. It's not going to be called that.

PS - just unzip and run. For PC and LINUX. If you want a Mac version, tell me.

Comments

Anonymous

I would like a mac version please

Onagics

Your efforts are applauded. 👏 👏 👏 thank you!

Jackie Estacado

I cannot decide whether your choices are the right ones. I will need to test all this to know for sure. I will however be looking forward to your post tomorrow. Thank you so much for your hard work and for keeping us updated~