I had those 2 stuck for quite a while, but I've finally found a satisfying way to implement them. With the initial background related treasure (now I call them relics) as well as with collected relics through the game, the player can access work or make a living off them or some other satisfying term I am yet to find.
The player gets the equipment to use when fighting along a series of events that might earn him or her resources (sometimes they cost resources) and increase or decrease stats. For example, a miner goes to the mine and gets money, by doing so, he or she sometimes gets more resistant, but might lose levels in other stat out of an accident or whatever.
It will always tend to positive outcomes, so with time the player will progress, even if it is at a slower pace. Besides now relationships cost time you could be using in gathering these resources or perfecting yourself, which I find to be an interesting concept.
Definitely going to make a release after this is all written, done and tested, most playability issues are now addressed. There will be room for improvement and more features in future releases, which will always also expand the content, which is barely acceptable right now. However, much of my time will be taken up in the following weeks, so still, it'll be a while yet.
Let's try making it before sumer ends.
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