| Now that I've completed the core game engine and simulation infrastructure, my next focus area will be on gameplay mechanics: Pawns are your little minionsfriends you see running around in the demos. They're the ones that you 
don't control directly, but instruct to do various activities; at the 
moment, they can dig, build, breathe, and die. They're not very smart or
 good at expressing their feelings yet. Events will
 be a framework for adding random, triggered, tutorial, or gameplay 
events, and I think I'll be using this for introducing and moving along 
the story, too. Perhaps uncovering an artifact will start a new 
challenge. Items are
 objects in the game world that will be used in other mechanics. For 
example, to build a ladder, you have to first dig out the material, 
which collects in a pile on the ground; a Pawn can then pick up some of 
the material and use it to build the ladder. Also, the game hasn't told me its name yet... but as soon as it has, I'll be sharing the news!
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