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I've adjusted the concept and overall roadmap for the project's further development. What do you think is the best order to implement these systems?

General Concept:

A peaceful world simulator with the "my home is my fortress" philosophy, where it's fun, safe, and worth living. Alternating settlement management and mission-driven travel. Events, good and bad, change the settlers' lives, but don't destroy everything, as the settlers stabilize the situation after a while. Winning is either building/researching a superstructure or running away to try again next time.

Direct control of your group of characters, and indirect control of everyone else. You can issue long-term orders to your characters (mining, processing, crafting, studying, healing, training, etc.) while others are engaged in more active activities.

General Development Roadmap:

* Advanced Needs (entertainment, communication, sleep, etc.)

* Actions to satisfy advanced needs

* Basic RPG stats: strength, agility, endurance, etc. Combining different foods improves various basic stats.

* Skill and Ability System

* Trait System

* Crafting based on recipes and item volume and quality, taking into account tools and skills

* Building Construction

* Automatic and manual crafting equipment

* Simple robots that can be used for mining, crafting, security, combat, etc.

* Item Wear (recycling broken trash)

* Object and Tile Pollution (cleaning, washing, scrubbing)

* Aging, rotting organic matter

* More Advanced AI for Characters

* Reputation and Relationship System between Characters, Communication, and Persuasion

* Soul Resurrection System: Characters don't die, but temporarily become spirits. Reborn child characters gain spirit talents.

* Factions/clans and their relationships

* Recruitment, luring people between factions

* Traveling the global map with events along the way