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
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