ideas would be great!
I feel bad about having slowed down recently. it's been a week or so, and all I have to show is textured polygons... and approximately zero new game-play features. but game-play featuers are the most important part! I still haven't gotten the building stuff in, although I've made some more progress on the UI for building (semi-transparent preview of what your building will look like, as you choose where to place it). somehow LIFE keeps distracting me... (what's up with that? c'mon, life. geeze.)
BUT: definitely feel free to post ideas. also: I should probably consider scribbling up some design philosophies/pillars, to keep all our ideas - yours AND mine - in check. I'm also willing to talk about what those core philosophies would be.
off the top of my head, I am wanting:
1. strong setting: 1840-1850 colonization of the west. The Oregon Trail.
2. characters/personality. I think I mentioned earlier that I made a web game with pets whose behaviors were based on maslow's heirarchy of needs, and triangular love theory (or triangular theory of love? I forget - it's on wikipedia).
3. simulation/survival
4. building/achieving
these deserve "why?"s
* 1 is kind of trivial, in the sense that you can do 2-4 in ANY setting... sci-fi, fantasy, etc. I've chosen The Oregon Trail both for nostalgia reasons, and because it's an uncommon setting. in reading about the history on wikipedia, there's a lot of good stuff to draw from. (it wasn't a boring place or time
)
* 2 and 4, I think, will serve as the main motivators for play. the more real the characters seem, the more responsible and attached to them you will feel. as they live, make friends, fall in love, and die, I hope players will find characters they like, and characters they hate. a drama to follow as the colony grows and expands; a drama you can play a part in through building; a drama you can tell stories about.
* and 3 is the obstacle, the real game, the puzzle: as you build, and follow the lives of your colonists, you will contend with forces of nature, the needs of your colonists for food, shelter from the elements, and even love and self-esteem.
I suspect 1 (setting) and 3 (simulation) will often come together to help with 2 (characters). ex: how will your people interact with the native americans? wanderers, or other colonists that pass through? the effects of winter with the limited technology of the time? etc
assuming you're on-board with the above, any mechanics/game suggestions should support these. the best will probably support multiple points, or help to tie multiple points together. with my pet game, I had a bad habit of just adding whatever seemed like a great idea at the time. the game was fun, but it was a mess of concepts and ideas which did not always play together well, and the main points of the game often got lost. I'd like to prevent that this time, by sticking to these design pillars/philosophies.
it is also fair to NOT be on-board with the above; I'm happy to talk about that too... if people have other directions they'd like to go, etc.