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Diversifier list: https://drive.google.com/file/d/1JTIF7ftId_1LB8OVT6xwXA31zN5WxwCa/view 

“Weekend Market” plan:

Narratively driven, top-down simulator type game thing

Overview:

  • Selling goods to customer 
    • NPC customers would request items, player grabs item from shelves
    • Customer says a few narrative related words before departing
  • Buying stuff online after day (non-essential)
    • Player returns to bedroom scene after working
    • Player is required to purchase stock for the next day with computer
      • Could play around with buying cosmetics/trinkets as well
    • Player interacts with bed to end the day
  • Stock up in the morning
    • Player takes boxes to shelves and starts shift
  • 3 day story plan
    • Player learns about the town and characters through conversation
    • Dream sequences maybe
    • some kind of disaster
      • Does not have to be shown, up to interpretation or revealed by newspaper type thing
  • Market changes with the days (non-essential)
    • Day 1: Lemonade stand type thing
    • Day 2: Small shop
    • Day3: Full supermarket
  • Seaside town setting (Anchorage or Seward Alaska)

Diversifiers: #1, #8(?), #11(?), #12(?), #13, #20

Inspiration: 

  • Chef RPG
  • Stardew Valley

Aesthetics/art direction:

  • color pallets could change each day to match the feel

Awful Drawing:

Workflow/plan I guess:

Concept:

  1. Lotta Ideas, see what we can come up with
  2. Create a design document (I’m doing that right now :D)
  3. Critique Ideas and refine possible projects
  4. Choose project
  5. Concept art and mockup mechanics

Prototype:

  1. Design and refine mechanics
  2. Work out which essential and non-essential gameplay aspects we keep
  3. Begin developing art and sound
  4. Have a full mockup scene done

Production:

  1. Finalize and implement art and sound
  2. Finish all gameplay systems
  3. Develop story
  4. Work on cut content (if there’s extra time)

Release:

  1. Visual and mechanical finishing touches
  2. Finish any story-related sequences and scenes
  3. Work on cut content (if there’s extra time)
  4. Tie up loose ends

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