Serendipity is a turn-based village management game. You will have to tell your home-made-customized people what to do and where to do it. You begin with an Adam-and-Eve situation. They are the first of their kind, and must forage and hunt in the beginning... and procreate.
Over time, you will build up an
Incestial village, if not town.
All animals, plants, other tribes, metals, gems, coals and even the world map will be procedurally generated, giving you a different game experience every time you play.
Whilst not even close to playable yet, I thought I'd showcase what I've accomplished as I develop it.
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I plan to release the very basic package for showcasing (as opposed to barraging you with screenshots), once the following are in;
- Fauna Generation
- - leveling up for Hunting
- Appearance Variations for Player Race
- controlled World Generation for Home Area
- Pregnancy/Birth system
- Tech Screen
- test Tech discovery
- Upgraded Modules and Variables system
- Turn Decay for food
- Hunting
- Personal Details
- Orders (Hunting, Foraging, Butchering)
- Technology Tree
- Carnivore Fauna
- Herbivore Fauna
- Area Menu
- Food Stock
- Resource Stock
- Working Time System
- Working Village Statistics
- Flora
- Hunting Battle Screen
- - Make Damage Implications Dynamic.
- - Add space at damage report.
- - Make damage increase/decrease according to aim modifier.
- - Fix minimum on strength -9 issue.
- - Fix Attacks that are hurting, even though dodged.
Unarmed Combat Skill Level Ups + Alert
Build a "Fast Forward" battle-button
- Fix Skinning Tech Discovery date
- Foraging
- Create Process Icon
- Create Materials
- Add body-parts/Corpse Derivatives
- - New Creature Screen, describing creature
- - Limit Body Parts in battle report accordingly
- Build Invention Screen
- Add Difficulty Slider, Affects;
- - var_creature_hp = Herb_Creature(temp_index2).Size * 10
- - var_creature_max_hp = Herb_Creature(temp_index2).Size * 10
- Rebuild Death Event
- - Fix why 1 death = ALL DEAD
- - Hunter-Death Scenario
- Food decrements not affecting Food Stock (This will be a tough one)
Problem: Food Stock is Variable-controlled, whilst Food Decrements is integer-controlled. I need to rewrite the Food Decrements into variable form.
Maybe this release
- Foraging Event Screen
- Species Reproduction
- Varying Temperatures according to Season/Date
- Varying Mood according to Temperature
- Basic Buildings
- Hunting Order allows you to choose which specific creature to hunt
- Merge Carnivores + Herbivores
- Inability for Pregnant/Heavily Pregnant to take some/all orders.
Major Bugs
- Name Duplication
- No details for Fauna
- Food decrements not affecting Food Stock (This will be a tough one)
- Add Starvation
- Create termination process
- Food Stock only includes Herbivore Corpses****
Fix no-food-updating
- Fix why 1 death = ALL DEAD
Minor Bugs
Update Resource List listings with & "Corpse"
Balance Wild Animal Stats
Limit Butcher # /turn
Fix Corpse Listing Detail
Update Hunter HP post-battle
Add "Edible?" Q to plants
Fix Starving alert Order
- Fix Skinning Tech Discovery date
- No Food being consumed (Probably related to village_population)
- Fix Village Temperature
- "Age Ups" for Baby/Child/Juvenile/Adult
- Personal Details bug with displayed (moreso not displayed) parent names.
- Fix average Heights (again)
Clean Up
- Tidy Captions
- Tidy Unused Buttons
- Fix Corpses max-list
- No full-stop at the end of "X and Y have given birth to a Boy/girl, Z"
- "Add 10Meat to the village stock" non-space
- Replace "herb_creature" with "fauna"
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- Customize World; Built
- Customize Species; Built
- Starting names; Built
Semi-Working Interfaces:
- Personal Details
- Orders
Placeholder Interfaces:
- Fauna Encyclopedia
- Flora Encyclopedia
- Resource Encyclopedia
- Area Encyclopedia
Working Features:
- Time System
- Day/Night System
- Season System
- Villager Aging System
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Thanks to Pedro, Stephan & Unnown for their valuable help.