Moody Villagers; Needy Villagers.
This week we've absolutely powered forward - with 10 new buildings and villagers, new heroes, new enemies, and increased window functionality; but our most interesting addition is definitely our villager moods and needs.
As you can tell by the name, "Desktopia: A Desktop Village Simulator" - we always planned on making this as much simulator as game, and this update definitely pushes us in that direction. Here a re few unordered points from the latest update:
- The needs of each villager are unique and mostly fall within certain parameter. Sometimes a glutton (needs extra food) or an atheist (needs no religion) or a whole host of other personalities can spawn, making a player reassess their building plan.
- Needs affect a villagers mood: happy villagers will walk faster and spend more gold. Very sad villagers might go on strike, or commit crime.
- Other factors can affect villagers mood, like moving into a new home, recently dying, or becoming noble, industrial or modern.
- Villagers show their wants through mood bubbles displayed on the map.
We have a few more mood related features to add, such as the ability to hold festivals to cheer villagers, and villagers leaving if they are unhappy, but as it stands it's still a pretty substantial addition!
Get Desktopia: A Desktop Village Simulator
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