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Nytician's avatar
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.
  • Thanks for everyone’s nice comments here’s an update on how you play!

    HOW TO PLAY (currently...) OVERVIEW

    OVERVIEW: A sandbox life simulation card game.

    GOAL: To work towards one of many end game ‘Life Cards’ (Marraige, Rich, Family, Best Promotion etc

    SETUP: Game is separated into 5 categories of cards.

    - Simulation (Time, Day, Weather etc)
    - Progress (Character trackers: Emotions, Body, Social, Skill Tokens etc)
    - Community (Jobs, Community Centre, Coffee Shop etc)
    - Home (Furniture, Garden, Pool etc)
    - Life (Promotions, Learnt Skills, Life Achievements, Housing/Property etc)

    Simulation and Progress: cards are all laid out permanently during the game unless otherwise specified.

    Community: cards are all available in a pile from the start unless specified.

    Home and Life: cards are all earned/bought during gameplay and form the sense of progression throughout. All cards are in non-active piles separate from the rest of the game.

    BASIC JOB COMMUNITY CARD OVERVIEW:

    https://i.ibb.co/SsrFRPD/072-F1-D1-F-DD90-4-CD2-809-E-E770315-F1914.jpg

    GAMEPLAY!

    As stated the goal is to achieve whichever life card you set as a personal goal or to simply play and see if you can ‘achieve’ everything. Technically the game is endless.

    At the start you begin at the Welcome Centre:

    https://i.ibb.co/Fnqqm5z/1-B265113-7-EBC-49-AF-A448-EEC23-BAEBE98.jpg

    Seen here are 3 options (the same format for every card in the game). For this particular card you can do 3 actions. The type of options are defined as follows:

    - Action (You gain something or it affects a progress tracker / simulation card in some way.)
    - Perk (You gain a permanent (usually) improvement for your game... an example would be the promotion life card where your job salary increases for all jobs etc)
    - Prerequisite (Mostly seen on Life and Home cards in order to use them, you will have to fulfill the criteria stated before you gain that card permanently.)

    WELCOME CENTRE BREAKDOWN

    A community card.

    Action I: Kitchen (Costs 1 Credit to gain 1 body orb on the body progress card.)
    Action II: Recreation (Costs 1 Credit to gain 1 emotion orb on the emotions progress card.)
    Action III: Study Room (Costs 1 Emotion orb to gain 1 skill token orb on the life tokens card.)

    (Not seen in the older Welcome Card is that some actions take ‘time’ to perform in the sense of affecting the time simulation card to simulate the progression of life etc)

    EARLY GAME SETUP IMAGE:

    https://i.ibb.co/7y1Q6Sg/38-C89202-359-C-4059-AB2-C-DC8-BB501-F996.jpg

    One final note is how you actually choose your actions and resolve them. You will have 4 action tokens (made of fimo clay) which will be performed in a specific order denoted by colour. I have yet to make the tokens as the game doesn’t require them to be tested. The reason I chose tokens like this is that it essentially can become up to a 4 player game (each player helping advance the character and discussing progression etc)

    Well I hope that was a little more in-depth explanation as to gameplay hope that makes the overall goal and play experience more clear. It’s constantly evolving but getting stabler each play through and technically I can add hundreds of cards and combinations to allow for long deep play sessions and goal paths.

    Kind regards,

    Nytician.