Greetings one and all to Development Update #009! As opposed to sporadic and/or spontaneous updates, I plan now instead to do weekly or biweekly updates, on the monday. Thursday also if progress permits.
Alas, I have again not been able to accomplish any works! However, as far as I know, I don't have any work for the next few days, so I'm looking forward to a day of Project Earthing tomorrow!
Insider: Planned Feature of the Week
Each monday, I'll be letting on onto a planned feature for Project Earth,
declining ever so slowly down my list of said subject.
Feature #03: Experiences
When you begin your life in the game, including the backstory Q&A during character creation, your player will go through events in his life. This can be from gaining his first childhood pet, the death of a family member or the finding, or losing, of a lover.
When these happen, your character will have a strong increase, or decrease, to his mood, skills, statistics, abilities, and so forth. Over time, this will pass. However, it will always be in their memories - and this is where Experiences come into play. There are, in fact, three different kind of experiences.
Unlock experiences are when players experience something, the effect is constant. Ergo, these tend not to be mood-affecting experiences, but moreso to abilities and skills.
An example of an "Unlock" Experience, is a player visitting a Chinese town, and Unlocking that architecture style in his memories. Doing so will unlock chinese-style buildings for him to build, which he would previously not know of.
Another example of an "Unlock" Experience, is holding a Scandinavian Drinking Horn. This will unlock the ability to craft Drinking Horns.
Mood experiences are when players experience something that effects their state of mind/mood, at the time of when it happens.
An example of a "Mood" Experience, is a player killing his first human. This may take a drastic effect on the players mood for a few days, depending on their alignment.
Another example of a "Mood" Experience, is bearing a child. This may add a permanent, small moodlet to the player (ie, "I'm a father! +10 Mood).
Reflection Experiences are when players reminisce on past events, either Mood or Unlock Experiences.
An example of a "Reflection" Experience, is the event of a player's friend dying (Also a temporary mood experience). After the mood passes, the player can choose to "Reflect" on this event, and experience at random either a good or bad moodlet - alike to that "Bittersweet" moment.
Another example of a "Reflection" Experience, is when the player bravely fought off a horde of beasts to defend a wounded ally. He can reflect on this memory and gain a boost to Strength and Physique.
Next Week: Morals
This Week's Q&A
... How were you planning on making cash, if not having people pay for it- microtransactions or adverts?
Minor ads, donations, purchasable boxed version, game guide, merchandise, sponsorship, etc... There are many ways to make coin in products, friend, other than overcharging the fanbase!