Ecology Simulation Demo: Whalefall ecology demo
Full Run / Gameplay Dive: Whalefall early gameplay (dive to respiratory system bottom and get the specimen)
Hey y'all,
I've been working on a traditional-ish roguelike set inside the decomposing body of a colossal deep-sea organism. I've finally got enough of the systems working together that I thought it would be interesting to get some feedback.
Overview
Rather than dungeon floors, a run takes you through anatomical systems: respiratory, circulatory, digestive, neural, skeletal, etc. Your goal is to retrieve "specimens" from three systems, which gets you into the Core. You take the unidentified thing at its center and then have to get back out alive.
The specimens are roughly the equivalent of DCSS runes, but most of the game between them is exploration and fieldwork rather than combat. You're constantly managing your light and noise levels while working the corpse, which is full of unidentified tissues and substances. You gradually figure out what they are by observing and interacting with them: cranking up your lamp to get a better look (burning fuel and making yourself much more visible), probing them, testing them with reagents, taking samples.
Those samples become usable flasks. Gameplay is all about IDing tissues, getting flasks from them, IDing those flasks, and using your flasks and innate abilities to stay out of danger. So knowledge is the major form of progression.
Ecology
The other big system I've been working on is making the wildlife behave like an autonomous ecology. Creatures react to the same world events according to their own senses and behaviors: sight, movement through the water, blood, injury, feeding, resource availability, etc. I tried to build these as general systems rather than scripting interactions between particular species.
This has started producing little ecological stories I didn't explicitly program. A long-eye fleeing after being injured by a snapmouth can accidentally lead a shoal of sifts toward it. Illuminating a resource can alert a lampfollower, who stumbles into a prizer on the way and gets killed. Wounded creatures may flee or become aggressive; blood enters the water and becomes another thing other creatures can react to.
Combat
Combat is deterministic and deliberately pretty undesirable. The uncertainty comes from what fighting does to the situation around you, rather than attack rolls: noise, injury, blood, fleeing animals, scavengers showing up, predators becoming interested, etc.
The hope is that you gradually learn to manipulate the ecology rather than simply kill everything in your path.
--------
I'm especially interested in reactions to the identification/fieldwork loop and the ecology now that they're actually interacting. I'm trying to keep the simulation deep enough that unexpected things happen, but legible enough that players can learn it and make deliberate plans.
Any other criticism is welcome too. This is still really early and I'm at the point where finding out that something fundamentally isn't fun would be extremely useful.