Game Design Notes
Introduction
My game will be about overpopulation. I'll try to take an abstract approach to the problems it can cause. The player will have to manage the peoples' interactions to avoid conflict.
Culture and Interactions
For each character:
- culture dna (rgb)
- a spatial representation of where the character's culture fits
- conection power
- how many connections the character has
- are they positive or negative?
- positive the more aligned their cultures' dna are
- negative the more apart the between the cultures' dna
- stress / frustration
- when the character wants something, but can't achieve it
- make babies
- attack another culture
- has been forcebly moved
Rythm of the game
In the beginning, when there's lots of space, the characters don't have a problem making babies :D
The player also hasn't a lot to worry about. The problem comes when it starts to run out of space.
Player Mechanics
The player can:
- place buildings
- move around characters (trade two positions at a time)
Buildings
The buildings trade space for benefits. The benefits depend on the type of building.
Some buildings enhance a culture, others move around people, for example.