Overview - WeAreTwo/Potato-Game GitHub Wiki
Theme / Setting / Genre
The game runs on a darker tone, with silly and cute visuals. We want the game to be grimmer than other farming games. This game needs to feel strange and unusual.
Unlike divergent games from the same genre, the player will only be able to plant potatoes (with varieties). The game won't have any crafting system and if tools are required, those would be unbreakable and available in a player's inventory.
As for the theme, the search for perfection and evolution are two main focuses of the game. While not taking it too seriously and with a load of dark humour, players will try to fabricate the perfect potato, by feeding and harvesting their customers. That might sound horrible, but at the end of the day, it's a potato game.
Core Gameplay Mechanics (Brief)
The interactions should be kept as simple as possible. For now here's a short list of the core mechanics to integrate:
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Move Player will be able to move around a potato farmer in a flatten world. The camera will follow the player's movements from a top perspective view. The world will be relatively small to navigate, with a few structures.
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Pickup/Drop Player will be able to pick up and drop a variety of objects (and potatoes).
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Plant and Harvest It's a farming game after all. Players will be able to plant potatoes, wait until they grow, then harvest them. Note that the world is not based on a grid. Meaning that player can plant where they want.
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Autonomous Potatoes That's a weird one. If the player doesn't harvest the potatoes when they are ready, they'll grow out of the ground. And become alive. For they will just passively walk around the farm.
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Inventory Management Player will have access to a basic inventory where they can stack up potatoes or tools available to them. Once something is selected in the inventory, it goes into the player's hand.
Target Platforms
Pc and/or browser?? This game would need an accessible platform while not being dragging for us. Itch.io seems like a good place.
Project Scope
The project needs to be minimal at this stage. Small steps with fast execution is essential for quick prototyping. With a long distance and different time zone workflow, it's easy to make pushes and commits without too much conflict. It creates a perfect rotation during a 24h period.
However, this also means communication will also be at its lowest. That's why it's important to have as much as possible daily scrums meeting not to get out of reach. Plus, after each working session, it would be nice to leave an update on the work done in the dev notes in the wiki, so we can always see what has been done.