The Cradle Of Twilight
The Cradle of Twilight name has a dual meaning. Firstly, it is the birthplace of the player's destiny. Secondly, it is the game that will launch the Crimson Fey Project. Cradle is a birthplace, and twilight refers to the light of the sun creeping over the horizon. The name signifies a new dawn.
For my senior project, I would make a playable proof of concept. After which I would continue to produce the game into a full product and release it on the app store to launch my business, Crimson Fey Studios.
For my senior project, I would make a playable proof of concept. After which I would continue to produce the game into a full product and release it on the app store to launch my business, Crimson Fey Studios.
The Demo
The demo features all of the core functionality of the game, combined with some art to create an experience that resembles the final product. I attempted to create a start to finish demo that walked the player through the intended progression of the game. The player would start by finding a spot to place their base. They would then gather resources and build a house. After which they would be able to build more houses, and rent them out for money. After this demo, the stage will be set to add as much content as is possible, from custom houses, to collectables.
The purpose of the project is to create a game that hooks the player, but also teaches them the skills of resource management and exponential growth. They will learn resource management through upkeep and maintenance of their colony, against production of resources from their colony. They will learn the concept of exponential growth through a tier based system of building new assets that increase production, which can be used to build more and collect more, growing exponentially over time.
Core Functionality
Players must gather from the land 4 different resources : wood, stone, metal, and crystal. These resources are used to build everything.
Players must obtain money in order to pay land taxes, and buy other things they need.
Players can earn money by selling resources they collect, or from renting out buildings they build.
Players pay taxes, and invest resources over time to maintain their colony. If resources or money deplete, the colony fails.
The purpose of the project is to create a game that hooks the player, but also teaches them the skills of resource management and exponential growth. They will learn resource management through upkeep and maintenance of their colony, against production of resources from their colony. They will learn the concept of exponential growth through a tier based system of building new assets that increase production, which can be used to build more and collect more, growing exponentially over time.
Core Functionality
Players must gather from the land 4 different resources : wood, stone, metal, and crystal. These resources are used to build everything.
Players must obtain money in order to pay land taxes, and buy other things they need.
Players can earn money by selling resources they collect, or from renting out buildings they build.
Players pay taxes, and invest resources over time to maintain their colony. If resources or money deplete, the colony fails.
What I Learned
After finishing the demo I learned some things that were interesting additions to my research. The play testers were my brother in law, and my daughter. I had them play without my guidance, and I didn't allow them to ask me anything.
The first most notable observation was that I did not need to encourage them to keep going. They did not ask when they needed to stop, how much longer it would be, or anything of the sort. They continued playing far longer than I expected them too based on my own play-through. I was able to play through the intended progression and make a video in under 10 minutes. Both of my test subjects went on for an hour before I told them they can stop. This gave me confidence that the game was compulsive.
The second notable observation was that the play testers both took completely different roads to the end. My brother in law mostly focused obtaining as many resources as possible, while my daughter started off exploring and finding treasure. In the end they both took well over 30 minutes, and both built many houses and obtained a lot of wealth.
During my brother in law's playtest he began having fun with the buttons that make sounds. He also commented on how he would leave his character idle farming wood just for the sound effect. His wife commented after on how all you need to entertain him was sound making toys.
My daughter was particularly excited about the bunnies and the prospect of having them as pets.
The first most notable observation was that I did not need to encourage them to keep going. They did not ask when they needed to stop, how much longer it would be, or anything of the sort. They continued playing far longer than I expected them too based on my own play-through. I was able to play through the intended progression and make a video in under 10 minutes. Both of my test subjects went on for an hour before I told them they can stop. This gave me confidence that the game was compulsive.
The second notable observation was that the play testers both took completely different roads to the end. My brother in law mostly focused obtaining as many resources as possible, while my daughter started off exploring and finding treasure. In the end they both took well over 30 minutes, and both built many houses and obtained a lot of wealth.
During my brother in law's playtest he began having fun with the buttons that make sounds. He also commented on how he would leave his character idle farming wood just for the sound effect. His wife commented after on how all you need to entertain him was sound making toys.
My daughter was particularly excited about the bunnies and the prospect of having them as pets.
Conclusion
In my mind, the project was a success beyond what I thought possible. The players played the demo far longer than I expected them to, and both were motivated by resource building. Both attempted to maximize resources in the end, showing me that I instilled the desire in their mind to learn about resource production and management. It is unclear if the game will be successful at teaching that skill in the scope of this project however; I have proven at least to myself, that I can get them interested in independently learning the desired concept.