Now we had quite alot of chat about how to fit it all together neatly, and we’re quite happy with the result. We’ll participate in a local contest in germany, so by the end of january, there should be either a first gameplay video or a playable demo!
- Caravan is a sandbox game (quite literally)
- Technically spoken it is a „trigger environment“
- There are runestones, that can be attached to players, objects or creatures.
- The player can use water to activate their abilities.
- The player may have to examine things very closely from all sides to find possible solutions.
- Runestones can be found (which act as skill enhancer)
- dying will release a little amount of water, that let’s plants grow to create a resting area for others.
- sandspirits walk in desert regions and avoid water and oasies
- These principles is 100% based on exploration/discovery
- Players are the electricity that makes the desert machine run.
- all runes have a minimum requirement of water to activate them (stronger runes can be activated later)
the rune system
- you always see all runes on objects
- activating a rune-stone will cost water. players invest water while holding the button over time. Investing water will fill the mouse cursor circle, showing mininum and maximum water consumption
- player know all runes, but can’t activate the due to a minimun water requirement of a rune (find out how much water is needed or display via interface)
- Big spirits will have a combination of runes that have to be activated one after another. I.e. make a rune to make him fall so that you can see the runes on the sole of his foot.
- runes stones you carry influence the effectiveness of the matching ones. (can be of different quality and/or material)
- There are three runes with their inverted counterpart:
- grow / shrink
- move / freeze
- reveal / hide
- graves may have runestones or maps in them.