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