Project Design
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[edit] The Harvest Goon Project
A ranching simulator engine and recreation of the SNES edition of Harvest Moon.
[edit] Required Additions
- Functional equivalent of Natsume's 1997 Harvest Moon. This will not be an exact copy, but rather, a good faith effort to determine the intention of the programmers and adapt it to the technology available today.
- Cutscenes
- Dialogue
- Graphics
[edit] Environment
- Multi-tiered settings with topographical differences
- Indoor and outdoor locations (cells or whatever you wish to call them)
- Time-based aesthetics (bright morning, dark evening)
- Season-based tilesets (different graphics but same functionality depending on part of year)
- One-time or repetitive events (things show up on map for one day or part of a day, and have a recurrence)
[edit] NPCs
- Follow their own daily routine
- At the very least, can be a list of locations and times, and NPC will be teleported there, so long as the player isn't in the vicinity.
- At most, could be a detailed set of interactions between NPC and environment, with tangible effects
- Sierra-style dialogue (one dialogue tree per conversation, with very little choice and no tangible outcome on game for the majority)
- Marriage to a female NPC to fulfill game objectives, multiple girls to choose from
- Shopkeeping and purchases
- Event-based appearance (daily shipping guy coming by every evening, with functionality attached to it)
[edit] Interface
- No onscreen interface, all menus available through keys
- Two item inventory

