Engineer game project overview
(Originally posted on Mastodon)
I realize I’ve never presented any overview of the game I’d like to create. So, let’s try to introduce it here.
The core idea is a construction game, where the player can build various machines and buildings (hence the game codename “Engineer”). Similar to what can be done in Kerbal Space Program. Except not in space. This would range from vehicles (trucks, trains, planes, boats) to automated factories, hydraulic power plants, navigation locks, etc. With an emphasis on emergent gameplay, using very generic parts that players can shape and combine to create functionality.
Here is an old prototype I made with Unreal Engine showing some ideas. I’ve now switched to Godot, which means I’m basically starting over. But Godot is really more aligned with my values, objectives and constraints (free-software game, compatible with old hardware, slow development).
Now that I have a basic landscape and water system, my next focus will be to implement the construction mechanics in the Godot game.
The code is here if anyone is interested https://git.engineer-game.org/Engineer
There would be a resource gathering and refinement system too, based on kind-of-realistic mechanics. The idea is to reproduce real life technology advancement, starting from almost nothing, but with modern knowledge.
Which brings us to the game plot. I always feel that pure sandbox games are kind of boring. Even a simple plot can add a lot to drive the player towards various goals, motivate exploration, create challenges. I already have an overview in mind, whose main themes are ecology, natural resource depletion, and technological domination. But I still need to structure and develop it, and find ways to integrate it in the game without introducing too much work load.