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Update: Preferences introduced

Fricking Simulator
A browser game made in HTML5

Preferences are kind of like dynamic traits. They are meant to change and update when certain conditions are met or events occur.

They are what drive a lot of the social interaction modifiers. Creatures can gain preferences for things like species and even other creatures.

Liking a partner or traits of a partner would lead to increased positive trait outcomes while disliking the same things would increase negative trait outcomes. Both can be used to manipulate how the creatures grow.

I'm hoping to allow for both routes to lead to interesting interactions and outcomes.

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