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Oh we're going to break much more than the forests and the fires I assure you :) Related to that, I'm not sure if you've seen it before or even have the time with everything on your plate, but I think this blog post from the creator of Rimworld concerning storytelling and emergent complexity in game systems might be interesting to you:

https://www.gamasutra.com/blogs/TynanSylvester/20130602/193462/The_Simulation_Dream.php

Sometimes I disagree with Tynan's conclusions but I think it has some particularly relevant considerations with what you're working on now.

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I've read it, and I've seen his GDC talk about storytelling. I've heard about the Ultima ecology story before too. It's easy to get into a trap of simulating everything. I still have a spreadsheet with about 50 types of food for Soulash. Well, the game was supposed to be a trading game then so it made "some" sense. Game development is magic. Smoke and mirrors essentially. :)

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Lol this explains some things, like the crafting/materials system being as fully realized as it is this at this stage. Trading gets messy fast, I think of DF trying to do currency exchange and my head hurts. Maybe one day we can crash a market on the way to total destruction? XD