Going to be looking for some play testers pretty soon. For stress test purposes and seeing how it runs on different systems.
If you're interested in such, please let me know here so I can reach out to you when the time comes.Will likely release on indieDB and itch.io for now. Steam will come after, if at all.
I really like your sketches and GIFs. It promises world systems, even though I'm not sure if it translates to actual gameplay.
The gameplay and levels are still WIP. I'm working on solidifying the world systems before I move forward on the level design. Last time I got too distracted by the world system that I didn't have a game to play at the end of it.
This time I'm generally focused on what the main game loop might actually be.
I just want to build a world to watch it all burn to the ground. For myself, no one else.
That's why the game project has been a fifteen year love project. If other people like it, that's cool too.
It will be released for the public to enjoy probably for free, but I'm making the game that
I want to play first and foremost.
As for the actual gameplay loop, I'm thinking of turning the main hub into a tower defense wave type phase. I added a "tipi", perhaps you have to protect and upgrade your shelter with coins. Something along the lines of the player growing their own world tree and protecting it while it grows. Have yet to implement that, and unsure if I will actually use that idea. The player could maybe upgrade turrets or "Zen Trees" to protect the base, ect.
"Like the Genesis flood narrative, the Genesis creation narrative and the account of the Tower of Babel, the story of Eden echoes the Mesopotamian myth of a king, as a primordial man, who is placed in a divine garden to guard the tree of life."
The game has generally been geared towards more of a non-game simulation thing than a traditional game in any sense.
The new version has 3 endings planned, originally it was just a linear one ending game.
Prior till the new update, the trees didn't even actually have any gameplay mechanics they were purely aesthetic, where as now the trees control the creation of Apples to heal the player.
The trees also respawn "Grubs" if there is less than 3 in the level. This occurs after a tree finishes shaking from either a sword attack or a medium/heavy enemy walking passed. Grubs are the most basic unit in the game, they create seeds which can create trees, which in turn, create grubs.
This is the gameplay, just have to begin designing the levels around the world system and enemy interactions now.
It's essentially a very simple self sustaining ecosystem now. With the day and night system I can add things like special events in levels that only take place at certain times of the day. I'm thinking night time might be a good time to do the "wave attack" on the main hub. An example of this is the clouds will generate rain based on their distance to the sun, which in turn helps grow more plant life.
Or certain enemy units might only be active during the day and sleep at night.
The world systems exist to create emergence so interactions will happen that I can only predict so much. This way enemy reactions aren't limited to only the players input but also the other enemy units or items around them. Including output from the world system I've created.
If players want to speedrun to end of the game, they are free to. But for those who want to stick around the garden and smell the roses. This is stuff more geared towards a casual player or curious players like a zen garden, with the deeper game being for the hardcore players. With the casual players probably just scratching the surface and only playing for a short time.
παράδεισος
I'm not saying our physical earth is flat, but this virtual one is.