The core of my idea is that you, the player, can choose a character out of an existing population which is organically evolving according to sort of strategy rules. I started game dev as a hobby relatively recently, and tried approaching this idea from a couple angles, but I think I’ve underestimated the scope both times. This last time I decided to represent the world as a hex grid. I have 4 tile models according to “elevation”: mountain, hill, plain and water, then semi-randomly distribute resource markers, such as trees and fish. From these I derive the amounts of resources that are present in tiles. Then I place a random population in one tile. This is where it starts falling apart.
I’ve been looking up the demographics during the Middle Ages for appropriate parameters, and a good territory for a village seems to be 1 square kilometer. I like these parameters for a tile, but it confuses the notion of a turn. I originally thought one turn would correspond to one day, and for tasks like farming and building it makes sense, but what if you move between tiles? It’d be ridiculous if it took a whole day. And in general you’d probably want finer control than spending a whole day doing one task.
Next is a problem in representation. What happens to tree models when people cut forest down? One model was to symbolically represent a bunch of tree resources, so when do you remove one, and which one? What happens if people decide to build a village in a tile? Is its representation placed randomly and wipes out an arbitrary number of trees?
And finally, I started with a basic number of resources, a la RTS, such as wood, stone, food, but for characters and especially the player to have things to do there needs to be more stuff. For example, I have thought of having a task called “housekeeping”, one of the results of which would be improving the quality of food. I implemented that as simply doubling a certain amount of the food resource per day. This leads to people being able to indefinitely produce food out of thin air, unless I add the distinction between raw and cooked food. Along with these other issues it seems like the idea is getting more and more messy and unwieldy. And there’s still no gameplay, only generation.
Just an hour ago I thought that maybe I should get rid of a graphical representation of the world entirely. But somehow it has to be generated and have a structure, and I don’t know what that would be. And if this becomes essentially a text adventure, is Unity the right engine?
