Hey! So, I got excited to show off my game and its characters. I haven't been posting much, and I was overcome with the need to show where I've been.
These four rabbits are going to star in a game I'm working on called Rabbit Ranchers. It's a sort of mashup of Harvest Moon and The Sims. It's more of a macromanagement game than a micromanagement game, though. Unlike in The Sims, you can pick tasks and the nearest available rabbit does them. It's a lot closer to Dwarf Fortress in that regard, though it's much easier.
The game starts as the family moves into their new home, and find out there's just a shack. They work hard to turn the field into a prosperous farm, planting carrots and gaining skill in various tasks. More furniture can be bought, and walls and floors can be built, a la Sims. The shack can turn into a mansion, created by you.
Each of the rabbits has flaws, and instead of a character designer, I decided to go with four pre-designed, and well thought out characters, each with their own dialog and story. I want them to all behave very differently, much more so than the way Sims all act. With just four characters, it is manageable, I hope.
Each character's flaws are numerous and not really explained in game text, but by looking at how the characters look, you should be able to intuit how they will respond to any given scenario by a mix of stereotyping and reading their speech dialog. Running a successful farm involves allowing each character to succeed in what they're good at, and making sure the family bonds are strong.
(Everything in this post is subject to change, as I'm still working through playtesting. This is the initial sales pitch.)
Meet the characters:
Rosemary, mother: She is overprotective, sometimes smothering. Her major flaw is an extra need to dote on family and make sure they're okay. If she doesn't get enough positive interaction with the kids, she will seek them out on her own. She loves all her family and refuses to pick favorites.
Trento, father: He is chill, and doesn't like work. While he's happy to lend in if it's not too much effort, he's probably best suited to jobs without much movement. He loves carrot pizza and sometimes has Rosemary go on a Lettuce Bell run. He loves his kids the most, but also adores his wife. The kids both love him a lot.
Mint, older sister: She's been treated as a princess her whole life, and babied by her mother, and is now going through a very rebellious phase as a result. Her major flaw is her social meter, which, for some reason, seems to be installed backwards... She will refuse to work and mope alone if she's talked to too much, until she feels de-stressed. Keep her away from Rosemary! She likes all her family deep down, but acts rude to her little brother because she's afraid to admit she likes him.
Sage, younger brother: He loves video games, computer games, and internet. His deepest secret is that he likes his sister's fanfics, being her first watcher via a burner account. While he will help out on the farm, his major flaw is being too young for hard labor. He will help out on the farm where he can, but isn't yet old enough for heavy lifting, long hours of field work, and building construction. He loves Rosemary the most, but absolutely detests his older sister, Mint.
I plan to tell stories about this family in different chapters, taking them through illnesses, losses, successes, and new happy memories. I plan on having a small town, NPCS... the scope of the game is very big, but I plan to start out small. In the playable alpha, it will be a very limited demo, with none of these interactions in the journal. Here's what you can expect:
* Rabbits wake up in the morning
* Can forage wild carrots
* One type of each kind of furniture (one chair, one table, one bed, one fridge, one crate, one lamp)
* Basic cooking system
* Able to sow seeds
* Able to harvest
* Able to sell foraged and grown carrots
* Able to buy new furniture
* Can build walls and floors.
I don't plan to release this alpha version except to close friends for testing purposes, unless there is some real interest. If you send me a PM or comment and say you're super interested, I will be happy to show you more, in private. This alpha is not intended to be fun. The hardest part of making this game is going from nothing to something, and that's what I'm doing now. If I can get the alpha, adding each new feature in is going to be very easy. I'll have a public beta once I feel comfortable that there are enough features to be fun.
1 year, 7 months ago
13 Jul 2017 07:12 CEST
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