ABW: basics of gameplay
Here are the main game mechanisms I want to implement for "A Broken World". I will detail each one in the next few weeks.
City-building mechanisms
Map generation
Ground transformation
Buildings and improvements
Resources management (production, storage, consumption, trade), underground layer of resources (oil, water...)
Costs/taxes & revenues management
Random events (natural hazards, monsters)
Global and local indicators: pollution, happiness and influence at least
City borders (determined by influence, level...)
RPG mechanisms
Main and secondary quests
Inventory
NPC interactions
Free move/exploration + loot
Open-world (for Quest and MMO modes only)
Game modes/tools
Playground: you start directly at max level in a closed world. No quest, no special weather conditions. The map is entirely owned. It's just the city-building fun.
Normal: You start at the beginning, level 0, in a closed world, with a reasonable amount of gold, wood, stone, food, and water. You own a little part at the center of the map. To expand your territory, level up, make money to buy new tiles, increase your influence. Some random quests will be spawned regularly, helping you to expand your territory or gain new resources.
Quest: Walk through a long quest to discover the origins of the global collapse. Visit numerous territories, help walkers on your road, and so on... Most of the map is generated automatically, but parts are pre-generated.
MMO: Same as normal, but in an online open world.
Map editor: Generate and edit your map, then share it with others
Quest editor: Expand the game by creating and sharing new quests
As always, comments and feedback are welcome :)














