Real Guild Sim
The idea behind this game is to make not just an oversimplified micromanagement game with cute pixelart, but an in-depth simulation of a medieval fantasy world with reasonably limited scope. These are the main principles:
- You don't know the exact values of every parameter. In reality you woudn't see a label like "53/100 HP" above someone's head, but you might notice, that they are wounded. This is also to prevent the game from becoming a math equation. You will have to observe how well each adventurer is doing and deduce their skill level from that.
- No direct control. You do not directly control each character. They will decide what to do on their own and you can steer them in certain directions with your actions. You will be able to suggest some actions, which they might do, if they respect you enough or owe you a favor.
- Learning by doing. Skills are improved at each skill check, but the improvement depends on how far was the character from the needed skill level. The improvement is largest if the check is failed by a very small margin. On the other hand it is smallest if a character aces the check with a big margin (suppresses power leveling) or fails so miserably that they don't have a clue how to improve.
In current version 0.3.1 there are 41 characters, 12 types of quests and 4 categories of enemies. There is no ending yet, but eventually one playthrough should be 5-10 in-game years long. Some starting values are slightly randomized so each playthrough will be different. Sorry for the AI images, but it's that or nothing.
I will try to upload 1 or 2 updates a week adding new quests, adding depth to existing ones, finishing features and fine tuning the balance. If you want me to speed up the work, leave a comment.
Updated | 1 day ago |
Status | In development |
Platforms | HTML5 |
Author | RealGuild |
Genre | Simulation, Role Playing |
Made with | GIMP, Krita |
Tags | Fantasy, Management, Singleplayer |
Average session | About an hour |
Languages | English |
Inputs | Keyboard, Mouse, Touchscreen |
Development log
- Guild upgrades - v0.3.011 days ago
- v0.2.119 days ago
- v0.2.021 days ago
- v0.1.429 days ago
- The map - v0.1.335 days ago
- v0.1.239 days ago
- v0.1.143 days ago
Comments
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I have been following your game for a few weeks and I love the way it's improving ! Congrats !
In my games I always end up with a town in depression with no functionning economy, have I been playing wrong ?
Also, is it possible for more than one adventurer per team to reach a higher ranking ?
Thanks for the feedback. I will take a look at the balance and try to improve it in the next patch. The town's prosperity changes based on danger levels in surroundig areas and crime level in the town. It is possible for other than the leader of a party to rank up, but the leader receives double the reputation for completed quests, so it will take more time for others.