sgthale - Family Time Development Part 11 - Breeding Behaviors and Cooking!
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Video shows the summary, text shows the technical!
This week:
Breeding Behaviors
Cooking
Breeding Behaviors
I have received an EXPLOSIVE amount of feedback since the game's Steam Wishlist release (We are at 170,000 wishlists on Steam now competing with AAA studios and big boy indie games). The #1 feature that people really want is a Happy Mode: a way to infinitely play the game. Well it has been implemented as 2 difficulty settings:
Happy Mode: You will need to lay the Wolf Mama in bed before clicking Sleep to receive more children. If you just sleep through the night, you can keep your current litter of pups and play to your heart’s desires! But also I wanted to do this so that I can give people an easier time to prepare farms and stuff.
Malthusian Mode: Breeding is not optional, every morning you will have more pups. The growth rate is no longer 2x, it is now a steady 1.5x. So this mode is definitely challenging and I will be balancing the game around this mode.
The two difficulty settings only vary by requiring to lay the Wolf Mama!
Cooking
Cooking will be a mid-game necessity to feed lots of pups. Pigs and boars no longer give an absurd amount of meat every time. So you will need to make cauldrons to scale and multiply your ingredients. The gameplay balances are still being worked out but currently:
Chicken Soup: 20x chicken meat -> 80 servings
Pork Broth: 50x pork meat -> 300 servings
There may be more recipes in the future but this is good for now. I will need to implement a way to somehow 'conveyor belt' or herd animals into cauldrons. I am not looking to make an automation game like Factorio even though I may borrow small features from it. This game must give the player full agency in each action!
I will be dividing the sections of the entire game based on a rough estimate of pup head count:
Early Game: 3~50 pups
Mid Game: 50~1,000 pups
Late Game: 1,000~5,000 pups
Finale: 5,000~16,000 pups
I've decided for technical reasons to cap the game finale pup count to around 16,000 because honestly it's already absurd past 10,000 and it also becomes extremely difficult to optimize commands at this scale. There are also other technical reasons as to why. But regardless the growth rate for the game will be tweaked to ensure that each game section lasts a reasonable amount of time before proceeding to the next part.
Stay tuned!
Video shows the summary, text shows the technical!
This week:
Breeding Behaviors
Cooking
Breeding Behaviors
I have received an EXPLOSIVE amount of feedback since the game's Steam Wishlist release (We are at 170,000 wishlists on Steam now competing with AAA studios and big boy indie games). The #1 feature that people really want is a Happy Mode: a way to infinitely play the game. Well it has been implemented as 2 difficulty settings:
Happy Mode: You will need to lay the Wolf Mama in bed before clicking Sleep to receive more children. If you just sleep through the night, you can keep your current litter of pups and play to your heart’s desires! But also I wanted to do this so that I can give people an easier time to prepare farms and stuff.
Malthusian Mode: Breeding is not optional, every morning you will have more pups. The growth rate is no longer 2x, it is now a steady 1.5x. So this mode is definitely challenging and I will be balancing the game around this mode.
The two difficulty settings only vary by requiring to lay the Wolf Mama!
Cooking
Cooking will be a mid-game necessity to feed lots of pups. Pigs and boars no longer give an absurd amount of meat every time. So you will need to make cauldrons to scale and multiply your ingredients. The gameplay balances are still being worked out but currently:
Chicken Soup: 20x chicken meat -> 80 servings
Pork Broth: 50x pork meat -> 300 servings
There may be more recipes in the future but this is good for now. I will need to implement a way to somehow 'conveyor belt' or herd animals into cauldrons. I am not looking to make an automation game like Factorio even though I may borrow small features from it. This game must give the player full agency in each action!
I will be dividing the sections of the entire game based on a rough estimate of pup head count:
Early Game: 3~50 pups
Mid Game: 50~1,000 pups
Late Game: 1,000~5,000 pups
Finale: 5,000~16,000 pups
I've decided for technical reasons to cap the game finale pup count to around 16,000 because honestly it's already absurd past 10,000 and it also becomes extremely difficult to optimize commands at this scale. There are also other technical reasons as to why. But regardless the growth rate for the game will be tweaked to ensure that each game section lasts a reasonable amount of time before proceeding to the next part.
Stay tuned!
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