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The World Is Alive. Unfortunately, So Are the Idiots | Guild Idiots Devlog #3

Guild Idiots

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The World Is Alive. Unfortunately, So Are the Idiots | Guild Idiots Devlog #3

29 просмотров · 2 нед. назад
Guild Idiots
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29 просмотров · 2 нед. назад
We've built the world. We've populated the continent. Now it's time to meet the idiots. In the third Guild Idiots development log, we finally enter the game itself and look at the systems currently running inside the prototype. We have towns, districts, resource nodes and our first heroes. Each idiot has their own attributes, health, stamina, experience, inventory and progression, with much more planned as development continues. Mining is currently our first functioning gathering profession. Ore and crystal deposits exist throughout the world, heroes can be sent to gather them, and the simulation handles their work, stamina and the resources they bring home. It's a small system, but it's the beginning of something much larger. Gathering will feed crafting. Crafting will feed equipment and construction. Resources will feed settlements. Settlements will create markets. Markets will create trade and logistics. And all of those interconnected systems create opportunities for our idiots to make decisions with consequences. Underneath the world is The Loom, our authoritative simulation. What you see and interact with is The Weave, which turns that simulation into the game. The Loom is our logic. The Weave is our soul. The long-term vision is much bigger: a persistent online world of guilds, regional economies, cooperation, competition, alliances, territory and stories created by players interacting with the same living simulation. Getting there will eventually require more than one developer, which is why the goal is to take Guild Idiots to Kickstarter once we've proved enough of the foundations. Until then, I'm building it in public. This is where Guild Idiots is today. Competence is optional. #GuildIdiots #IndieGame #GameDev #IndieDev #Unity #Devlog #Gaming