Late gameplay update


Well, in between this and life events I didn't expect so much attention. Anyway, here's the long awaited update talking about the(excessive for a jam) gameplay I had planned.

First things was that the black goat building and the ruined city around it would act as home base. Right after naming the first daughter, it'd going into a tutorial about base management. Her construction is more than just for show- she's the only one capable of starting construction on buildings. How I imagine it is almost entirely lifted from Kamidori Alchemy Meister. You would be going out to various locales to gather materials, food, and key items used to making new daughters and for reincarnating those that have fallen or died of aging(didn't get to touch on this. Ultimately, how well you can perform at the management side of game greatly influences the combat portion and viceversa.

The management portion is half the key to game progression. Initially, the first daughter only has a few plans for construction so it's either up to researching(this is Franae's role if you discount playing leader and mom) or sending out an adventuring party to a locale. Some daughters may have their own, such as a doctor being able to related what's needed to make a proper clinic. Each day with have three phases for performing actions. Dawn, Midday, and Dusk. I'm otherwise trying to avoid specific times on a clock to keep things simple and understandable. It's easier than remembering how many hours it takes for a different planet to have its own 'day.' I might have a fourth one for nocturnal members while midday is exclusive for diurnal(day walkers) members.

Progression in combat abilities I had decided early wouldn't use any form of exp or leveling. Instead combat power would come from equipment and food. In Franae's case, I had planned on her being able to gain a small portion of the child's state through each pregnancy, but I'm not going to touch much more on that one. Let's start with food. Each character would have their own taste profile(by the way go play Mystia's Izakaya, it's great) that is separated into three categories; neutral, dislike, and like. Dislike and like have one in there that's the extreme case. Why this would be important is because permanent stat gains would primarily come from eating food. How much someone likes the meal dictates how many extra(or reduced) stats they get from the meal. I want to set it up this way so that acquiring food become more than a chore to do to fill up a bar. It becomes a game in of itself to figure out who to feed what and who you want to gain specific stats the most. I think I also might toss in daily buffs as well to create some decision making between which you need more.

Now the combat, I had it my head that I wanted it to play like a Super Robot Wars game cross with Kamidori where you'd explore a given map to collect materials from both the locale and monsters you would eliminate.

Maybe I should write out my ideas more as I think of them during a jam. It puts into perspective for me how much work would have been actually required for implementing this.

And try not to do it late at night.

Get Space Pirate Franae

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