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Author Topic: Tribe Of Pok - Stone Age Strategy/Simulation  (Read 9295 times)

ParsleyPWG

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Tribe Of Pok - Stone Age Strategy/Simulation
« on: June 19, 2016, 02:22:54 am »

23rd August 2016 Update -

20th August 2016 Update -

12th July 2016 Update -

Tribe Of Pok is a tribal survival management game with a deeply simulated environment. You manage a tribe of hunter-gatherers, helping them survive and thrive in a savage environment. I was inspired by Dwarf Fortress to create this game and have been working on it in my spare time over the last 4.5 years.



The world is heavily simulated. Food decays if left on the ground or becomes wet


Rivers can flood during certain seasons


While animals roam the map trying to satisfy their needs


Your tribe members are known as Pokians


And your goal is to guide them to prosperity


Along the way you will meet other tribes. They will judge you based on appearances


But you can change their opinion over time through the actions you take


And become best friends or worst enemies


Features:
  • Heavily simulated natural environment - Cut down all the trees and eventually they will stop regrowing. Use up all the water in a pond and it will be dry until the rains return.
  • Day/Night and Seasonal cycle - Different biomes have different weather patterns that affect how you play the game. You don't need to worry about keeping warm in the semi-arid biome, but in tundra it is a constant danger.
  • Nature is the Ultimate Provider - Almost everything you need will come from nature. Plants are harvested for their produce, animal carcasses are butchered for materials and rocks are broken down to make tools.
  • Procedural World - Each time you start a new game, the world is procedurally generated. You can select which biome you want to embark on, which will affect yearly temperature and rainfall patterns, animals and plant species, and the ground layers that make up the world.
  • Craft the Tools of Survival - Craft spears to defend against wildlife, axes to cut down trees and awls to make clothing. Some tools are even multi-functional. The stone knife speeds up fire creation, but can also be used as a weapon in a pinch.
  • Stop the Decay - Build pits to slow down food decay. Don’t place it too close to camp, or the warmth from a campfire will speed up decay. If the pit gets wet, any food inside won’t last very long either. It’s all part of the deep simulation that drives Tribe Of Pok.
  • Build Monuments - Guide your tribe to prosperity by building monuments of the Stone Age. Arrange individual stones however you like, we provide the pieces for your designs!
  • Take Charge in Combat - When danger approaches, quickly take control of Pokian Warriors in Combat Mode to deal with the threat. In Combat Mode, you can select and order Pokians around just like in a real time strategy game.
  • Diplomacy & Discovery - A unique diplomacy system where foreign tribes will initially judge you based on appearances. As they learn more about you, other factors will come into play that influence your relations. If your actions annoy them too much, watch out for raiding parties that will come to destroy you.



Thanks for reading!





« Last Edit: August 23, 2016, 07:43:30 pm by ParsleyPWG »
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Cthulhu

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Re: Tribe Of Pok - Stone Age Strategy/Simulation
« Reply #1 on: June 19, 2016, 02:29:33 am »

Deep, system-driven food condition simulator.
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Vendayn

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Re: Tribe Of Pok - Stone Age Strategy/Simulation
« Reply #2 on: June 19, 2016, 02:34:01 am »

This is a game I'll buy as soon as its released, without question.
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ParsleyPWG

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Re: Tribe Of Pok - Stone Age Strategy/Simulation
« Reply #3 on: June 19, 2016, 02:40:13 am »

Deep, system-driven food condition simulator.

I could go on and on about the food condition simulation, I'm not aware of any other game that simulates food decay to the extent I have. So there's two types of decay specified in xml files, bacteria-based and water-based. All objects (including food) are affected by the environment and gain 'statuses'. Examples of statuses are Frozen, Wet and Humid. These statuses trigger the decay/non-decay of food and other organic materials. So generally, in Winter if the biome is cold enough and gains the Frozen status, it stops decaying completely. If the food is Wet and Humid, it's going to disappear way faster.
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ParsleyPWG

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Re: Tribe Of Pok - Stone Age Strategy/Simulation
« Reply #4 on: June 19, 2016, 02:46:03 am »

This is a game I'll buy as soon as its released, without question.

Awesome! I'm hoping to get through Greenlight before I finish development so the game can be on Steam, but I kind of screwed up my Greenlight launch by having programmer art still in the game... we'll see what happens I guess
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Ekaton

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Re: Tribe Of Pok - Stone Age Strategy/Simulation
« Reply #5 on: June 19, 2016, 03:20:56 am »

Looks fine, I've always wanted to play a game like DF set in the prehistoric age.
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kulik

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Re: Tribe Of Pok - Stone Age Strategy/Simulation
« Reply #6 on: June 19, 2016, 05:14:13 am »

Seams neat, but healthbars? ...really?
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ThtblovesDF

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Re: Tribe Of Pok - Stone Age Strategy/Simulation
« Reply #7 on: June 19, 2016, 05:31:12 am »

Whats wrong with healthbars?

Can I make a pit, put food in it and other food(alive) tries to get it and then I kill them and create a lovly circle of forever-flesh-pit?
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Cormack

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Re: Tribe Of Pok - Stone Age Strategy/Simulation
« Reply #8 on: June 19, 2016, 05:44:12 am »

Is it going to be DF-level deep as a simulation?
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MonkeyHead

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Re: Tribe Of Pok - Stone Age Strategy/Simulation
« Reply #9 on: June 19, 2016, 05:58:55 am »

Part DF, part UrW? Colour me interested.
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ParsleyPWG

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Re: Tribe Of Pok - Stone Age Strategy/Simulation
« Reply #10 on: June 19, 2016, 07:12:08 am »

Seams neat, but healthbars? ...really?

Are you referring to using health bars instead of having the super body simulation that DF does? If so yes that was a choice I made to focus on the environmental simulation instead. But I did implement appendages, cuts and bruises to a rudimentary degree. E.g if someone gets a cut they are more likely to bleed, while a bruise reduces the effectiveness of the appendage (hands for fighting strength and legs for movement speed).

Is it going to be DF-level deep as a simulation?

I don't think anything besides DF can be DF-level deep :). I don't simulate alot of stuff that DF does like cultural histories, hero pasts, etc, but I do focus on the environment as mentioned previously. So I have temperature, humidity, soil fertility, soil water absorption, rainfall patterns, coastal tides and river flooding, while DF has a bunch of other simulation that I'll never have

Part DF, part UrW? Colour me interested.

I've never actually played Unreal World, but I have head about it. Might have to check it out and see what similarities there are :D
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kulik

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Re: Tribe Of Pok - Stone Age Strategy/Simulation
« Reply #11 on: June 20, 2016, 12:27:25 pm »

Seams neat, but healthbars? ...really?
Are you referring to using health bars instead of having the super body simulation that DF does? If so yes that was a choice I made to focus on the environmental simulation instead. But I did implement appendages, cuts and bruises to a rudimentary degree. E.g if someone gets a cut they are more likely to bleed, while a bruise reduces the effectiveness of the appendage (hands for fighting strength and legs for movement speed).

Something in between, UrW doesn't have the fancy DF body simulation, but doesn't have healthbars either, or , if it does, they are somehow hidden.
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Ekaton

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Re: Tribe Of Pok - Stone Age Strategy/Simulation
« Reply #12 on: June 20, 2016, 04:07:58 pm »

Seams neat, but healthbars? ...really?
Are you referring to using health bars instead of having the super body simulation that DF does? If so yes that was a choice I made to focus on the environmental simulation instead. But I did implement appendages, cuts and bruises to a rudimentary degree. E.g if someone gets a cut they are more likely to bleed, while a bruise reduces the effectiveness of the appendage (hands for fighting strength and legs for movement speed).

Something in between, UrW doesn't have the fancy DF body simulation, but doesn't have healthbars either, or , if it does, they are somehow hidden.

URW has a prety decent health system, it's not DF level of complexity but does its job pretty well. People of the past had little idea of what happened - they could only see how it looked, and then apply herbs and bandages, and that is precisely what you do in URW. Frostbites are well done too.

It is a shame that Pok lacks a proper health system, health bars are too casual for my style, they feel like an old, cheesy RTS with no realism at all. I guess that DF spoiled me.  ;)
« Last Edit: June 20, 2016, 04:09:45 pm by Ekaton »
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ParsleyPWG

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Re: Tribe Of Pok - Stone Age Strategy/Simulation
« Reply #13 on: June 20, 2016, 06:11:44 pm »

Seams neat, but healthbars? ...really?
Are you referring to using health bars instead of having the super body simulation that DF does? If so yes that was a choice I made to focus on the environmental simulation instead. But I did implement appendages, cuts and bruises to a rudimentary degree. E.g if someone gets a cut they are more likely to bleed, while a bruise reduces the effectiveness of the appendage (hands for fighting strength and legs for movement speed).

Something in between, UrW doesn't have the fancy DF body simulation, but doesn't have healthbars either, or , if it does, they are somehow hidden.

URW has a prety decent health system, it's not DF level of complexity but does its job pretty well. People of the past had little idea of what happened - they could only see how it looked, and then apply herbs and bandages, and that is precisely what you do in URW. Frostbites are well done too.

It is a shame that Pok lacks a proper health system, health bars are too casual for my style, they feel like an old, cheesy RTS with no realism at all. I guess that DF spoiled me.  ;)

I can understand that, DF does have an impressive health system :)
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Cormack

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Re: Tribe Of Pok - Stone Age Strategy/Simulation
« Reply #14 on: June 20, 2016, 07:29:19 pm »

Really, just a healthbar? And you're showing this game here? What for? We are not The Sims fans or Call of Duty fans, we are  DF fans.
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