Future Discussion/Development/Plans

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Mielle

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Oct 6, 2012, 11:44:29 PM10/6/12
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This is the place to talk about development, the future, what you want to see or ideas you have, and generally where the game is going.

The development outline looks like this right now:

[x] Sprite on screen
[x] Basic pathfinding
[x] Beginning AI
- [x] Speech
- [x] Movement (Wander)
- [x] Sleep
[x] Multiple Yukkuri
[x] In-world items
- [x] Bathroom
- [x] Food
[x] Save System
[ ] Dynamic interactions
- [ ] Conversations
- [ ] Emotions
- [ ] Scum level
- [x] Profiles
- [ ] Items
[ ] Relationships
- [ ] Breeding
- [ ] Family
- [ ] Friendship
- [ ] Death
[ ] Training
[ ] Worldbuilding
- [ ] Inventory
- [ ] Environment
- [ ] Locations/Zones
- [ ] Shops


There are things that don't belong on this list, like adding more Yukkuri or animations or other items. They just don't have a place on the list because they could be added any time and not interrupt the flow of building the game. That said, anything to add? Do priorities need shifted around, or is this fine?

Mielle

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Nov 2, 2012, 6:25:35 AM11/2/12
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Fleshing out the game a bit. The main reasons for playing the game seem to be narrative and discovery. Narrative is the drama that happens between Yukkuri, and is the core reason for training or screwing with them. Discovery is learning about the interactions between Yukkuri, exploring different areas, or pushing a Yukkuri just to see what it will do. Any dynamics will serve to further either of these, the overall feel of the game, or maybe thrown in purely for fun or interest. A few planned dynamics:

Player

The player will move around with the world and interact just like the Yukkuri. There will be 3 perspectives:
Spirit - They affect the environment at will. Does not interact directly with others, but can subtly influence thought processes or emotions.
Human - They need to be near something to affect it, but is basically stronger than anything around. Humans are instinctively distrusted by Yukkuri and have the unique ability to use stores.
Yukkuri - They must take care of basic needs like food and social interactions. As an avatar, the player is immune to anti-yukkuritis and is generally stronger than other Yukkuri. The player can also train other Yukkuri easily, but does carry all the risks the others do.

Homebuilding
Homes will start with a hole in the ground, a box, a human's house, or a makeshift building. Homes need a main area, sleeping quarters, food storage, and a toilet. Entrances are protected or in a safe place, and the rooms can overlap.

Other buildings, such as decorations or defensive structures, can be built by most Yukkuri. Advanced rooms or buildings require special knowledge. A few Yukkuri possess innate knowledge of different types of buildings, such as a farm or library, and the knowledge can be taught.

Specialties
Each type of Yukkuri will have something it excels at above other types. Few specialties are exclusive to one type of Yukkuri, and the Yukkuri can share specialties with others. it simply takes less effort or training for that type to perform the skill. Preliminary list:
Reimu - Exorcism
Marisa - Hunting (Food, Items)
Sakuya - Housekeeping, Building
Koakuma - Building
Patchouli - Teaching
Remilia - Hunting (Yukkuri)
Alice - Young, Coordination
Chen - Scouting, Hunting
Yukari - Gap
Yuka - Farming (Food, Flowers)
Medicine - Farming (Poison), Coordination
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