Smallhouse Log

Friday

I'm typing this from mobile for the first time ever, so please forgive me any typos amassed during my midnight ramblings. Also remind me to make the new post page a lot more mobile-friendly.

I feel like a vision has been crystallizing in my brain for years of my ideal videogame. It has critters, you give them tasks, they carry them out to the best of their abilities (if they feel like it). Examples:

And I've come up with my own variants, most prominently, or rather most robustly, one more in the Princess Maker vein where you conduct a whole orphanage, and one that's a Merchant / Dwarf Fortress hybrid designed for mobile use where you have seven rather hapless dwarves trying to survive stranded in the wilderness. Less prominently, or less full-fleshedly, one where you act as village hetman trying to pay the correct tribute to your feudal lord to keep them from descending on you with fire and sword, and one that, hrm, is basically The Sims (a game I possibly should have included in the list above) but as a roguelike... or possibly as a Zelda ][ clone sidescroller with some geometry shenanigans. And because I'm a sucker for this sort of thing, there's always a genetic simulation aspect as an optional add-on.

That's four potential games, variations on an ideal: Critters. AI. Decision-making, delegation, and automation. The oldest has been knocking around for almost a decade, the youngest for only a year or two. Bees in my bonnet. What should I make first?

The easiest? Probably Seven Dwarves or Tribute.

The most exciting? Seven Dwarves, maybe. The most accessible? Seven Dwarves, again.

Aside: Wow. I actually did not expect this exercise to be so helpful in picking a project. Let's continue.

The most original? Tribute. The most ambitious? Teacup (working title for the Sims / roguelike / Adventure of Link ...thing). The most financially renumerative? Who even knows. Probably whichever one can be wrangled onto mobile.

Food for thought.

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