Creating a GDD was harder than I thought it would be. I've always had trouble translating ideas into real concepts, as represented here by the many holes in the idea. Honestly, I think this won't really look like a game until I have a full prototype. As a procedural thinker, things will get more fleshed out when I have something I can physically grasp. Luckily, this game will easily translate from a board game to video game. As it stands this game will need it's basic loop finished, then comes the random events, then the upgrades system. Where I'm really struggling with this idea is visually. How do I represent patients and buildings? How can I make a mostly text game look good? My notoriously bad drawing skills certainly don't help. If only I could enlist help. I believe I could make a playable board game prototype in a week, but who knows how long a Unity version could take. I've only really been taught how to make first person games and use the assets store. I think a simplistic game like this would be easy to make, but I have no evidence to support that claim. My experience in making board games will certainly come in handy here. The worst part about this whole game concept is that I really wanted it to be a sort of atmospheric experience. The game itself is basic, it's the context that would draw people in. Tycoon games have a major disconnect from players. The direct decisions of Awful Apothecary would hopefully be what makes people feel involved. I don't know.
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Cole ThomasInto video games and the likes. The views and opinions expressed in this blog are solely those of the author and do not represent those of Durham School of the Arts or Durham Public Schools. Archives
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