Jeremiah said:
So, for your game, I am guessing players have found a creature that thinks they are the parent.
Awwwww, Jeremiah, this is a nice idea! I like it X3
I can even imagine the way for the intro to be "directed" )
Jeremiah said:
The creature must be fed, entertained, taught, and exercised regularly. Depending on the creature, different activities may be preferred.
So there are regular daily tasks to do? When creature is hungry, it can send a notification (reminder) at certain time - I'm hungry! Same with other things..
Jeremiah said:
There could also be different aging scales. It could be set for a year (either abrieviated in game scale or real time), longer, or fixed at some specific period. I would enjoy having a cat if it stayed like an 8 week kitten; they don't and I avoid them.
Erm.. Aging means changes.. It's okay if gameplay is limited in time - pokemons transform into the stronger forms, kids grow up - game over. Sims, on the contrary, is an endless game, sims grow old and die and you just forget about them and take care of their children and grand-children.. I'm afraid, aging doesn't quite fit into my conception and game title(
Jeremiah said:
If you are making a game where people interact with creatures, it has got to have dinosaurs: cute, cuddley t-Rex, velociraptor, or something that can fit the game model. Monkeys and Gorillas may also be good. A living teddy bear could be entertaining.
This brings up the hard part, design creep. There are all sorts of cool things that could be done. The question is how much do you want to put into the game? Do you want 4 creatures, 8, or a full dozen? How many interactions do you want to program? How much speaking and answering would be good? There is some point that will require too much time and something will have to be left out. I have found this limit programing microcontrollers which have extremely limited ram. Had to scale back my plan to fit.
Creating characters is not really time-consuming, I usually just slightly change the basic geometry - this saves a good amount of time on "skinning" (i.e. attaching geometry vertices to bones). For some clothes it can be okay just to recolor textures. So, a full dozen, why not? XD
The same with toys and items, in sake of performance they shouldn't be high-poly and complex.
Okay, I'm going to sketch characters! Cat, bear, tiger, lion, monkey, dinosaur.. Wait, dinosaur?! The one with huge claws and sharp fangs and spikes and lizard-like skin? oO
I'll try to sketch it, but cute tyrannosaurus.. it is hard for me to imagine.. T__T
Teddy bear? I don't know.. When I mentioned talking plushy I meant rather style of graphics - to make all characters look like stuffed toys.. :tongueout:
I could make, let's say, 4 basic creatures, and add more later with updates.. And, of course, fur color and spots will be customisable. )
Programming for toys and activities is a tougher task as each one requires different approach and controls..
Sulqy117 said:
I only have an iPad so I cant even play the demo
Sulqy, sorry, at the moment I can't build for iOS..
In order to export project for iOS it is required to run Unity under OS X and developer certificate from Apple and I have neither of it (