Farming
Posted: Thu May 31, 2007 1:07 pm
Hail
After investigate a bit more about farming, here are the aspects to think about:
- it takes about 3-6 months for the main cultures be harvested
- to plant some cultures it is just a matter of put beans in the ground and wait to grow, others are the fruits from trees (example: acorns)
- one can plant in the ground, but would be eventually ridiculous to plant an oak tree, wait to grow up, and then wait for acorns...
- each game day takes 2 rl hours
How to \"translate\" this real aspects into gameplay without be boring?
Suggestion:
- In farming, each mud day correspond to 3 irl months
- Each room has multiple slots for planting, lets say 10, and every room with land can be used for plant crops.
- Builders, when making rooms, will create the trees, and so, players just need to get their fruits at the correct time (I am speaking for acorns, but also oranges, aples, etc, etc)
- For farming, a player shoud have PLANTING skill and HARVEST skill. Both skills (planting at the begining, harvest when getting the crop from ground) will influenciate the quality of the crop harvested - if 1Kg acorns=100 coins, if a player planted or harvested it badly the shop will only buy it for 75% (3/4 of the total).
Result:
- A player can find a \"remote\" place or can buy lands (imagine 10 rooms), where he can plant 10 beans. 2 hours later he will harvest those 10 rooms, getting 10x10 products to sell.
Even that not much realistic, I guess it gives some playability, fun, and it seems lucrative for farmers (well, the system is realistic but not corresponds to our mud days).
Say your opinions, please.
After investigate a bit more about farming, here are the aspects to think about:
- it takes about 3-6 months for the main cultures be harvested
- to plant some cultures it is just a matter of put beans in the ground and wait to grow, others are the fruits from trees (example: acorns)
- one can plant in the ground, but would be eventually ridiculous to plant an oak tree, wait to grow up, and then wait for acorns...
- each game day takes 2 rl hours
How to \"translate\" this real aspects into gameplay without be boring?
Suggestion:
- In farming, each mud day correspond to 3 irl months
- Each room has multiple slots for planting, lets say 10, and every room with land can be used for plant crops.
- Builders, when making rooms, will create the trees, and so, players just need to get their fruits at the correct time (I am speaking for acorns, but also oranges, aples, etc, etc)
- For farming, a player shoud have PLANTING skill and HARVEST skill. Both skills (planting at the begining, harvest when getting the crop from ground) will influenciate the quality of the crop harvested - if 1Kg acorns=100 coins, if a player planted or harvested it badly the shop will only buy it for 75% (3/4 of the total).
Result:
- A player can find a \"remote\" place or can buy lands (imagine 10 rooms), where he can plant 10 beans. 2 hours later he will harvest those 10 rooms, getting 10x10 products to sell.
Even that not much realistic, I guess it gives some playability, fun, and it seems lucrative for farmers (well, the system is realistic but not corresponds to our mud days).
Say your opinions, please.