@beardalaxy It better not be a gypsy or your game will get cancelled.
@xianc78 maybe someone would interpret it like that if they jumped through lots of hoops lol. the region she's from was kinda inspired by a mix of scandinavia, russia, and australia.
and this is what she looks like. not very gypsy-esque lol.
@beardalaxy I never understood why video game characters have their bedrooms and their kitchens in the same room and at the front door.
@Alex @beardalaxy Just only show the necessary rooms and add doors that lead to nowhere as decorations.
@beardalaxy @Alex
>but seeing a door that can't be opened in a game that is an open-world adventure is always pretty sad
Fallout has unpickable locks. There are even buildings you can't enter. Though it is justified in-universe because they are boarded off as people thought that would protect them from a nuclear blast.
>most pokemon houses are completely unrealistic too, without beds or bathrooms. the MC house only has one bed and no bed for their mom lol.
I forgot about that. I only thought of Pokemon because your bedroom is on the second floor of the house.
>the game takes place during a plague, where a lot of the population has died, so i didn't want to have these massive cities with absolutely nobody and nothing in them.
A city with a lot of abandoned buildings would make sense in a depopulated world. Though I think you could justify the lack of buildings by saying that they burned the houses of the dead in hopes to stop the spread of the disease. You could also have abandoned buildings where you can loot. You can even leave diaries and letters in the buildings for the sake of world building.
@xianc78 @Alex mm! Also, the plague is plant-based. It kills plants, which means the animals thin out too and thus the continent begins to starve. So the dead aren't sick or anything, they just die of starvation. I'd imagine their houses would either be untouched, ransacked, or seized by the government depending on where they live.
@xianc78 @Alex some of this is just either beyond the scope of a one man project or things I would have to go back to change and at this point it just isn't feasible to do that unless I want to be here forever (dwarf fortress has been in dev since 2002 and for most of that time it's been a 2-man team). I do actually have diaries and stuff for lore building though! And again, a problem with making too many empty buildings or even just too many buildings in general is that it quickly becomes overwhelming for players with how large maps become. Even in massive open world games, unless it just takes place in a single city like GTA for instance, the towns are relatively small and everything is on a smaller scale. I think Skyrim's scale is something like 1:20000. Better to have smaller, denser experiences otherwise you get something like Daggerfall (larger than Great Britain) which is incredibly daunting. I mean, I have an overworld where you can travel 4 hours by taking one step. There's only so much one developer can do, and there's only so much a player can hold down a button while nothing/very little happens. Or you make some sort of algorithm to generate encounters, but that also gets boring after a while and would be a lot of work for me to add. You need a lot of interesting systems to make travel fun. Not to mention it's just literally not in the style of the game I'm trying to make.
Tl;dr
A) too much work for 1 dev
B) too much time I'd have to spend remaking things, getting stuck in development hell
C) too overwhelming and vast for a typical player while not having enough well-built systems to justify the scope
D) not the genre I'm exactly gunning for, the idea is a game that is like an old JRPG but with more freedom, not a full western rpg