Jeschke wrote:darkevilme wrote:I would caution those who want to make this game all things to all people that such is a goal that will make it much harder to make. I'm all for players playing as pred in games, obviously. But I suggest that for this game if putting the player in the prey spot will make the scope of the game tighter and therefore the thing more likely to get made then focus on that. An expansive gameplay range is nice, except when you accidentally drop the game design document and it leaves someone with a concussion.
Make it tight, make it focused, make it simple. If you manage to make a version that can represent the prey side then you can start worrying about making the flip of the coin update.
This, yeah.
Along those same lines, I'd imagine having just a random group of people (maybe you could set gender and species, just as a cosmetic thing?) without a captain might work best. Because then if the "captain" player is eaten, then the game just continues on, and it's assumed that someone else takes lead? It might work better than having one special character and then the rest all being different, or some sort of game over besides "everyone was eaten". But maybe I just want the possibility of this "captain" being eaten as opposed to them being safe, haha
Honestly, setting the race, gender, and job of the starting party could be interesting.
I still think the hunting needs to be altered some. Maybe have a chance for a pred to spawn as on of the creatures, and have it track the hunter. If the hunter kills the pred, it's now good for the caravan, but if the pred gets to the hunter first, then you need a new hunter to gather food.
An interesting option is to set multiple possible destinations, and check points that let you take different t paths. At each check point, you could have some people available to try to recruite into the caravan so it's not a race against the preds to safety. Recruite wisely based on what is needed, and watch out for the possibly of recruiting a pred in disguise.