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The gameplay loop is a pretty big deal and something that we've been working steadily to refine. We have to go back and forth a lot in our development of the project, swapping from farming, to fighting, and back again.

Each system is meant to be self supporting in it's way, with the player using their farm plots and sex with their monsters to provide supplies for harvesting, which in turn can be used upon monsters, or in crafting items, to assist with combat, then you loot dungeons as you fight your way through them, gaining additional resources for usage on your farm, and start the cycle over once more.

In an ideal world, you should be going through a figure 8 loop, starting and focusing on whichever loop you happen to prefer, but ideally we'll be able to make the game function in such a way that you can entirely focus on one loop, or the other, at your own preference, though such systems have yet to be fully implemented.

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JLung

Seems like a sound game design philosophy.

Zebra27

Sounds pretty well thought out. I like that the player will be able to focus on one or the other loop and not be confined to both. About how long do you all predict the game will be (approximately) start to finish (main story with side quest, etc)?

zosa

i am happy to see there may be the possibility of having a non-combative game. i really dislike fighting in general and so don't have much of a fondness for it here

SteelCrow13

This pretty much sums up a normal in-game day for me: plant/water/harvest crops, do a bunch of cooking, then feed and breed/milk the monsters, then go and do 1-2 floors of dungeon exploring, then go home and sleep.

Anonymous

looks very interesting , i like 7 days to die game

AznBrownie

G fucking G