Atomboy
Atom Team
- Joined
- Oct 1, 2016
- Messages
- 752
Given the game's abundance of food, I'd rather have it implemented like in Battle Brothers, so that it's just represented as a bunch of stacking items being drained overtime according to party size. Still Offers a decent money sink consideration, but lacks micromanagement and spoon-feeding everyone.
I don't know, but the game did a great job in making the fool feed tasty as opposed to something you simply click on to consume. Great icons, descriptions, sound effects at the campfire.
Repeted stuff like that gets old real quick, and brings no real value after you've read them all.Given the game's abundance of food, I'd rather have it implemented like in Battle Brothers, so that it's just represented as a bunch of stacking items being drained overtime according to party size. Still Offers a decent money sink consideration, but lacks micromanagement and spoon-feeding everyone.
I don't know, but the game did a great job in making the fool feed tasty as opposed to something you simply click on to consume. Great icons, descriptions, sound effects at the campfire.
Sigourn guessed our way of thinking! First iterations of the game had you carry meat, and then one meat would go away from your pack every 2 minutes spent walking on the world map. It wasn't bad at all, but then we made the campfire, the sounds and the descriptions, so it turned out pretty atmospheric and we decided to change the system to what it is now. It can get boring if you have to eat for your wounds' sake every 10 minutes of playtime, but there's something to making that campfire, picking what to eat, listening to the rat meat sizzle on the coals and stuff. We also thought about a more intense sleep and thirst mechanics in the early days but it eventually came down to "better make a single, but nice and roleplayable mechanic" than 3 kinds of fuels that always run out making you dead.