Now that I've completed the core game engine and simulation infrastructure, my next focus area will be on gameplay mechanics:
Pawns are your little minions friends you see running around in the demos. They're the ones that you don't control directly, but instruct to do various activities; at the moment, they can dig, build, breathe, and die. They're not very smart or good at expressing their feelings yet.
Events will be a framework for adding random, triggered, tutorial, or gameplay events, and I think I'll be using this for introducing and moving along the story, too. Perhaps uncovering an artifact will start a new challenge.
Items are objects in the game world that will be used in other mechanics. For example, to build a ladder, you have to first dig out the material, which collects in a pile on the ground; a Pawn can then pick up some of the material and use it to build the ladder.
Also, the game hasn't told me its name yet... but as soon as it has, I'll be sharing the news!
|