Red Planet Farming - Gameplay
Now that we have time to really focus on RPF full-time, Noah and I are thinking a lot about the design of the game itself. We have a lot of ideas about how we want the gameplay to change, and I’m feeling a little overwhelmed by the possibilities but I think that’s a good thing.
Over the past day or two, I have been quickly making a prototype of a slightly different iteration of the game. In this version, players must choose all of the plants and upgrades and buildings that they want to use for that year, and then those items are added to their inventory. Basically, there is a catalog at the beginning of each year where the player must select what they want to use for that year. It doesn’t look pretty but here’s an image:
The idea is that maybe players could buy items in “packs” or “bulk” and there are things that go out of stock. So, its not just a free-for-all type of situation anymore. I think this could give rise to specific strategies that the player could go for, but that’s kind of a vague idea floating around in my head at the moment and I need to spend more time thinking about it.
Taking a step back from development to really think about what we want the game to be has been very difficult for me. I like to always keep moving forward with development and get some programming done every single day, so I have had to fight the urge to start coding the past week or so. Of course, I am making this small prototype, so that’s something. I have to say though that I am looking forward to getting back into development, and to be in a place when I know concretely what the goals for the game are. I thought I knew what our goals were, but after talking to advisors, I realized that it would be beneficial to take a step back and try to think more about what I actually want for the future of RPF.