preAlpha1 "An End-in-Themselves" and Beyond...


As important as player fun, game feel, and non-violent gameplay is to Gitcha Gotchu Garden's design, agency is also important.  It's important to me that with Ami are ends-in-themselves and not just means to an end for the player.  In that regards, GGG should be able to play itself.

PreAlpha builds will be more simulation than player-driven design to get Ami autonomy to an interesting place before player interaction; I'll consider releasing public builds if preAlpha content gets interesting; below is a brief outline of what I'm planning on working on for (at minimum) the next month.  

preAlpha1 goals:

  • When hungry, Ami will seek out food and feed themselves between two choices
  • When bored, Ami will seek something to entertain themselves between two choices
  • When tired, Ami will go to sleep
  • When the requirements have been met, Ami will grow through its life cycle
  • When Ami become of Age, they decide a main street work choice based on past experience
  • A new Ami is created and can interact (minimally) with main street street Ami

preAlpha2:

  • Ami can sign up for events
  • Ami will trend towards doing activities that might help it perform in the event (i.e. training speed for a race )
  • Ami can compete in an event (results simulated)
  • When Ami become of Age, they can decide between another two main street work choices based on past experiences

Beyond:

If things get hard (looking at you, preAlpha2), I do additional roadmap planning which I'll share.  If things get *really hard*, I might do more art/music concept work, which I'll also share.

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