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GladdePaling

Sapiens Game Ideas

Dec 5th, 2022 (edited)
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  1. SAPIENS GAME IDEAS TO EXPAND ON BASE EXPERIENCE:
  2.  
  3. Fresh Water:
  4. Water to drink
  5. Digging wells
  6. Using natural springs, rivers
  7. Collecting rainwater
  8. Watering crops
  9. Digging troughs for irrigation
  10. Using mud in combination with straw for housing/insulation
  11. Baking mud/clay for bricks
  12.  
  13. Fishing:
  14. Fishing in rivers/coastline
  15. Evolution of fishing tools - crafting harpoons from bone/ivory
  16. Scavenging shellfish on coastline
  17. Drying fish / collecting salt for preservation
  18. Using shells for decoration/crafts
  19. Creation of fishing nets/baskets in streams for passive fishing
  20.  
  21. Building:
  22. Rafts/crafts for crossing rivers, travel and trade
  23. Bridges for small troughs/rivers
  24. Sled / barrow for moving stones/logs
  25. Marking the edges of your territory with totems that could increase friendly visits from other tribes
  26. Dry racks for plants, herbs, fish, leather, clothes (that are wet from rain)
  27.  
  28. Sapiens:
  29. Cosmetic decor such as shell/bone/ivory jewellery, tattoos, face paint with possible influence on tribe/foreign tribes
  30. Multiple clothing options that are biome appropriate and based on different animal leathers or plant fibres
  31. More context sensitive risks to injury such as snake bites, poisonous plants, injury or disease (these could be tied to experience level)
  32. More animations for various health states such as: hurt, limping, tired and slowed, scared etc.
  33. Afflictions such as broken bones that require the tribe to look after a sapien (or not) for a number of days
  34. Very basic bio an every sapien in your tribe that list major events in his lifetime, his most consumed food type, skills, parents, injuries ect to build more unique character
  35. More personality traits such as "superstitious", "clumsy" or "inspiring" that might affect behaviour or have an affect on tribe.
  36.  
  37. Tribe personality / culture:
  38. Integration of music for things such as dances/rites that could bolster the overall tribe spirit
  39. Making bone/wood toys for children of example animals that could slowly allow for skill learning such as hunting
  40. Burying the dead, marking their graves with cosmetics
  41. Potential art painted/scratched on rocks to mark territory or provide a passive bonus to certain activities
  42. Sapiens talking/learning while working together
  43.  
  44. Wild Animals:
  45. Animals could migrate to watering areas that allow hunting opportunities
  46. Lots of one kind of animal can lead to predators. Example herd of gazelle spawns sabretooth cat etc.
  47. Finding dead animals or tribesmen which could give an early-game resource
  48. Animals will be lured by bones/meat and scavenge or attack tribe if close enough
  49. Small animals such as rabbits can be great as an easier hunt that provides both food/leather.
  50. Rabbits/Birds can also pose a great threat to a primitive garden by eating the crops
  51. Some birds can nest on the ground and lay eggs that could be a food-source
  52. Birds can roost in trees and disperse as sapiens come close.
  53. Killing animals can drop rare items that can be used for cosmetics / trade such as feathers, bones, teeth ect.
  54. The concept of domestication (but with great risk) to feed wild wolves ect.
  55. Some animals might be scared of fire and having torch/firepit might keep them from looting stocks
  56.  
  57. Interaction with other tribes:
  58. Aggressive tribes that raid food/storage or abduct/harm own tribe
  59. Opportunity to help injured or exiled strangers (and win them to your tribe)
  60. Opportunity to trade with friendly tribes (receive exotics not in current biome)
  61. Competition around certain resources leading to conflict/friendships
  62. Defending against hostile tribes
  63.  
  64. Weather events:
  65. Rare weather events such as lightning storm (chance of causing a fire)
  66. Snowstorm / Sand Storm (can’t go outside or get trapped if in open)
  67. Increased rain or heat/drought situations that could affect tribe mood, crop outcomes
  68. Fire caused by Sapiens/nature that can burn structures/hurt sapiens and requires to be put out
  69.  
  70. Overall game scope:
  71. Playing the game to various successful states:
  72. a) Becoming the dominant tribe in an area
  73. b) surviving for a preset amount of years
  74. c) reaching a certain population
  75. d) unlocking all the skills and modernising your tribe
  76. e) surviving in hostile areas such as ice/desert
  77. f) overcoming an pack-leader animal such as an alpha wolf/bear or mammoth
  78. The ability to abandon the settlement and leave with only the sapiens/some resources to a new biome/area.
  79. Having sapiens become aggressive due to negative effects such as constant hunger with fights and destroying the settlement
  80. Finding dwellings such as caves or predator lairs that may be dangerous due to inhabiting animals
  81. Establishing a trade route between tribes
  82.  
Tags: Sapiens
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