7 years ago
EVERGREEN VALLEY - A life simulation card game. UPDATED 19th Jan - HOW TO PLAY
EVERGREEN VALLEY
OVERVIEW
Evergreen Valley; a quiet suburban neighbourhood in paradise! No cars, noise or fossil fuels here! Life is a dream and humans have progressed to perfect society with a unique and calming blend of the natural and technological. Your future has only just begun. Welcome to Evergreen Valley!
A CARD GAME
Evergreen Valley is played as a singleplayer sandbox card game, each card represents an aspect of your world.
-Time
-Vitals
-Satisfaction
-Skills
-Jobs
-Objects
-Life Tokens
And more to come!
(Please note the game is handmade and will potentionally be distributed through print and play should enough interest be developed.)
(All images are prototype stage.)
TIME
The game is played through a series of turns, a time card manages this with 8 hours; 4 day, 4 night. Each hour corresponds to a turn.
VITALS
https://preview.ibb.co/bOxPKJ/779_D3003_8_BDF_43_B9_986_C_56443_E7309_AB.jpg
Similar to The Sims your character has needs and each day you are required to fulfill 3 mandatory vitals (Energy, Hunger & Bathroom) and 3 optional vitals. Non Vital fulfilling objects mostly required a certain level of vitals to be fulfilled in order to use. Vitals reset to 0 at 6am unless the last Vital fulfilled was energy.
SATISFACTION
https://preview.ibb.co/fpnzKJ/DB00_CE8_B_3_E89_4_D39_93_EF_59_F8_CDA60_C9_C.jpg
A world with nothing but survival isn’t a little bland at best so your character wants to do satisfying activities and the more satisfied you are the more perks you unlock. Satisfaction goes up as a result of object card actions and automatically decrements by one each turn; it does NOT reset at night. At the higher levels you can gain vitals, life tokens and other perks.
SKILLS / JOBS
https://preview.ibb.co/fhYvtd/CAE528_F5_B2_D1_4709_A950_0_C93_DD2_D86_A6.jpghttps://preview.ibb.co/hBmRzJ/D68_AE098_4_B34_4_C31_9774_C9_BEDF893_DD2.jpg
The prototype image above shows the Cooking skill in its early form. And next to it the Mining Job. Long story short you level up skills and occupations with Life Tokens. Each has 3 levels Bronze, Silver and Gold plus a base action.
Example: Mining by default gives 5 resource tokens as a result. If you level up however you gain the corresponding perk in addition each time you use that card. Mining on each level just gives you MORE resource tokens (the in game generic currency).
The same applies to skills which become more and more useful at the higher levels.
The current skills include:
-Cooking
-D.I.Y
-Cleaning
LIFE TOKENS
https://preview.ibb.co/gkJjmy/EFDCC098_A220_466_D_9_AED_A44_C8115_C7_AB.jpg
Life tokens are gained via a variety of actions, through skills and the higher levels of satisfaction. The tokens are used as a kind of progression currency and have no set use. Current implementations include leveling up skills and occupations etc. Future features will also utilise the tokens to give you sandbox gameplay.
OBJECTS
https://preview.ibb.co/nnMteJ/092_EEA09_C064_4_E14_832_E_BE7076_E84_A9_B.jpg
Last but not least we come to Objects. At the start of the game you are given a set number of resource tokens to spend on a little house and a few basics. Objects are pretty versatile and may have one or more action ‘Orbs’ which dictate effect such as increasing vitals, using skills, gaining life tokens etc. The Orb feature is used extensively to dictate gameplay and is incredibly versatile allowing for many combinations and of course entirely new orbs etc
FIMO CLAY MARKERS
All of the above doesn’t just work with cards and will be complimented with a variety of fimo clay markers (yet to be designed) which will be used to show progress and track various features of the game.
CONCLUSION
So there you have it, finally since starting to design the game concept back in March 2017 I’m very close to having a simple working prototype which is exciting! I will of course play test extensively myself and with friends but let me know what you think / further ideas! Going forward once I have the basic game finished I am intending to expand it adding features like weather, NPC’s and deeper skills.
ORIGINAL CONCEPT BELOW FOR REFERENCE
LIFE SQUARED (The logo uses the miniature 2.)
(Name updated to better reflect the concept!)
Overview:
Life Squared is a single player life simulation board game inspired loosely by The Sims video game franchise.
Features:
+Design your house layout & furnish it.
+Manage your personal alias’ life!
+Advance your alias’ skills through practise.
+Go to work to earn credits and expand your house further.
+Random events keep and progression elements keep the game experience fresh and unique each play through.
+Modular expandable design allows for features to be added once the base game is finished.
Thanks,
Nytician.
OVERVIEW
Evergreen Valley; a quiet suburban neighbourhood in paradise! No cars, noise or fossil fuels here! Life is a dream and humans have progressed to perfect society with a unique and calming blend of the natural and technological. Your future has only just begun. Welcome to Evergreen Valley!
A CARD GAME
Evergreen Valley is played as a singleplayer sandbox card game, each card represents an aspect of your world.
-Time
-Vitals
-Satisfaction
-Skills
-Jobs
-Objects
-Life Tokens
And more to come!
(Please note the game is handmade and will potentionally be distributed through print and play should enough interest be developed.)
(All images are prototype stage.)
TIME
The game is played through a series of turns, a time card manages this with 8 hours; 4 day, 4 night. Each hour corresponds to a turn.
VITALS
https://preview.ibb.co/bOxPKJ/779_D3003_8_BDF_43_B9_986_C_56443_E7309_AB.jpg
Similar to The Sims your character has needs and each day you are required to fulfill 3 mandatory vitals (Energy, Hunger & Bathroom) and 3 optional vitals. Non Vital fulfilling objects mostly required a certain level of vitals to be fulfilled in order to use. Vitals reset to 0 at 6am unless the last Vital fulfilled was energy.
SATISFACTION
https://preview.ibb.co/fpnzKJ/DB00_CE8_B_3_E89_4_D39_93_EF_59_F8_CDA60_C9_C.jpg
A world with nothing but survival isn’t a little bland at best so your character wants to do satisfying activities and the more satisfied you are the more perks you unlock. Satisfaction goes up as a result of object card actions and automatically decrements by one each turn; it does NOT reset at night. At the higher levels you can gain vitals, life tokens and other perks.
SKILLS / JOBS
https://preview.ibb.co/fhYvtd/CAE528_F5_B2_D1_4709_A950_0_C93_DD2_D86_A6.jpghttps://preview.ibb.co/hBmRzJ/D68_AE098_4_B34_4_C31_9774_C9_BEDF893_DD2.jpg
The prototype image above shows the Cooking skill in its early form. And next to it the Mining Job. Long story short you level up skills and occupations with Life Tokens. Each has 3 levels Bronze, Silver and Gold plus a base action.
Example: Mining by default gives 5 resource tokens as a result. If you level up however you gain the corresponding perk in addition each time you use that card. Mining on each level just gives you MORE resource tokens (the in game generic currency).
The same applies to skills which become more and more useful at the higher levels.
The current skills include:
-Cooking
-D.I.Y
-Cleaning
LIFE TOKENS
https://preview.ibb.co/gkJjmy/EFDCC098_A220_466_D_9_AED_A44_C8115_C7_AB.jpg
Life tokens are gained via a variety of actions, through skills and the higher levels of satisfaction. The tokens are used as a kind of progression currency and have no set use. Current implementations include leveling up skills and occupations etc. Future features will also utilise the tokens to give you sandbox gameplay.
OBJECTS
https://preview.ibb.co/nnMteJ/092_EEA09_C064_4_E14_832_E_BE7076_E84_A9_B.jpg
Last but not least we come to Objects. At the start of the game you are given a set number of resource tokens to spend on a little house and a few basics. Objects are pretty versatile and may have one or more action ‘Orbs’ which dictate effect such as increasing vitals, using skills, gaining life tokens etc. The Orb feature is used extensively to dictate gameplay and is incredibly versatile allowing for many combinations and of course entirely new orbs etc
FIMO CLAY MARKERS
All of the above doesn’t just work with cards and will be complimented with a variety of fimo clay markers (yet to be designed) which will be used to show progress and track various features of the game.
CONCLUSION
So there you have it, finally since starting to design the game concept back in March 2017 I’m very close to having a simple working prototype which is exciting! I will of course play test extensively myself and with friends but let me know what you think / further ideas! Going forward once I have the basic game finished I am intending to expand it adding features like weather, NPC’s and deeper skills.
ORIGINAL CONCEPT BELOW FOR REFERENCE
LIFE SQUARED (The logo uses the miniature 2.)
(Name updated to better reflect the concept!)
Overview:
Life Squared is a single player life simulation board game inspired loosely by The Sims video game franchise.
Features:
+Design your house layout & furnish it.
+Manage your personal alias’ life!
+Advance your alias’ skills through practise.
+Go to work to earn credits and expand your house further.
+Random events keep and progression elements keep the game experience fresh and unique each play through.
+Modular expandable design allows for features to be added once the base game is finished.
Thanks,
Nytician.