The Building of a Village Builder

What started a few weeks ago, as a pure experiment, evolved into a prototype of a village builder game. To clarify, it’s a video game, where you build a village by acquiring and investing resources, attracting settlers, traveling merchants and eventually even barbarian raiders to your settlement.

You begin as one person with a camp. From there, you can start gathering wood, food, stone or gold. You’ll need these, to add buildings to your settlement, starting with a hut. Each building serves a purpose. The hut, for instance, houses your villagers and thus sets the maximum people that can settle with you.

The goal is simply to get through 365 in-game days, and see how much you have accomplished in that time. It is possible to end the game before then. If you mismanage your village, starvation might get you, or villagers may even rise against you. And of course there were those barbarians, I mentioned.

The game scales with your village. Visiting merchants have bigger, better offers, the stronger your village economy is. Likewise, hoarding gold will increase chances of getting raided. Besides buildings and resource gathering, the player can invest gold in technology, thus improving on the village in a slightly different way. For example, increase the technology for housing, and each hut can hold additional villagers. Increase farming technology for additional food yields, and so on.

The experiment that started it all, was to prove myself wrong. A while back, I experimented with making a similar type of game using Gamesalad. I fairly quickly got stuck, however, and decided that the engine was to blame, for not being well suited for this type of game in the first place. Since then, I have learned a lot about designing the relevant mechanics, and so I wanted to see if I could do it now. The result, while still very primitive, is already both more sophisticated and better balanced than my first attempt ever was.

There is still far to go, before I would even call this an “early release”. It’s a prototype evolving into a pre-alpha. For one, the game has no art or sound at all. It’s just buttons and text in black and white boxes. There are many bugs and things that need tweaking and rebalancing, and I really want to integrate some sort of procedural storytelling device, which I will likely tie in with the villagers themselves, somehow. I haven’t fully developed that layer yet.

Working in layers has been my approach all along. The resources you gather is one layer, buildings add another, the technology and trading represent new layers as well, and so on. I try to design each layer to be as independent from the others as possible, to make things easier to balance and change, as the game evolves. This is where I felt that Gamesalad fell short before, and though it does have its limits, working within them adds a challenge and structure too. I often find inspiration from having to work within a limited space, regardless of whether that space is technical or creative in nature.

Along the way, I tweet updates and occasional screenshots (I’ve included a few examples in this post), both as a log of how things progress, but also to put it out there for early feedback, support and a feeling of having committed to the project. Last time, I gave up when things got tough. This time, things just seem to be get more fun as I go…

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  1. Pingback: Introducing Torgar’s Quest (roguelike) | Rasmus Rasmussen dot com

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