Our Eilo Team have begun work on Phase 1 of our production gameplay, which is pretty exciting. Once again, a lot of the systems and code we’ve developed over the last number of years will be in play here, and providing a solid foundation on which to work.
However, as production is going to feed into so many aspects of our game, there is a lot to work on and get right. One thing that comes to mind as we work toward Alpha, is to what extent do we factor in progression and how to do so if we do?
For example as a player, are there bottlenecks in your production that need to be fixed in order for you to keep a smooth supply of basic food. How do we keep this interesting for the player and not just a puzzle that can be solved with some study time? What are the ‘chaotic’, unreadable elements at play in the game design that will result in players proactively tinkering with their food production?
Speaking of which, for our current sprint work we’re working on greenhouses as the site of production. They will be pre-authored and claimable by players. Here Seedlings will grow some sci-fi crops with sci-fi technology (more on these elements another day!) which will run autonomously for now, but will need to be checked upon regularly.
Happy Seedlings at the end of a shift in the greenhouse.
The challenge here is how to introduce non-obvious ‘puzzle solving’ and tie it into the persistent nature of our game (this problem is all over SEED, and something we keep coming back to and deserves its own dev blog update, no question). Also, how can production gameplay feed into (and off) other systems? For example, we could think about Area Effects such as noise or smell, both being unwanted results from production. As in life, as in SEED: NIMBYism could be alive and well on Avesta! NOT IN MY BACK YARD!