I’ve been working on a game kind of like Oregon Trail for a bit (just the menu framework mostly), and wanted to get some feedback on it’s concepts or if there’s any interest in it at all. I’ll be referring Oregon Trail as “OT” for the rest of the post.
The main version of OT I’ve been basing it on is the original apple II version since it’s the most simple and recognizable.
Setting would be the wagon party of 5 going through food/sweet themed locations with the goal of reaching their destination. I’m a little torn on the story dressing though. I’m torn between the party members being a group of adventurers like an rpg, or a group of settlers trying to make a build up a town at the end of the trail (like the game it’s based on). The main character in either set up is just a hired driver/caravan master for the group. All characters will be able to be named by the player, but they will come with default names if you don’t care to name them.
Gameplay in the current framework is very similar to OT, main differences would be a weight gain system (naturally), a more tangible “energy” system (determines if you are able to travel that day), health is removed since the characters can’t die (blobbing out is what replaces death, more or less), wagon weight load (owning more oxen = larger wagon weight. Equipment and party weight add to wagon weight).
I’m thinking of having 6 visual weight stages for each character to start, then make another 5 stages in the future (just to avoid artwork being a main time sink early on). I want the main traveling screen to be similar to the Apple II OT, but with more detail than a black background and green/orange grass.
Pretty much all of the same items you can get in the original OT game are in mine, but due to the setting, I replaced “bullets” with “tools” (used for dealing with random events, like fallen logs or removing rocks in your path). The main difference in terms of items is that food is separated into light (lose weight and energy), average, and heavy types (gain weight and energy), and clothing has three sizes (medium, XL and XXL).
Random diseases would also be present, though since they can’t kill you, they act more like random status debuffs. For example, one disease I already made just simply causes slight weight gain over the next few days, and another disease causes a character to be 100 pounds fatter for a week or so (weighing down the wagon potentially, and causing energy for that character to deplete faster). Having a character clothed will reduce the chance of getting sick.
I would want to have a story mode, with cutscenes that go more in depth with the character interactions, and an endless mode that just focuses on the gameplay more or less. Both modes having a scoring system once a playthrough is over, though with some slight differences between the modes (for example, story mode would reward you for beating the game quickly, while endless judges you on how far you got).
I also want to have “scenarios” you pick before you start playing, which alter the game rules a bit, such as randomized party starting weight, party members randomly switching their diet settings without telling you, gaining weight while resting, events involving chocolate appear more often etc. I’m aiming to make it so it’s possible to play with any combination of scenarios you want.
thoughts?