
Comments

"Balance" is a survival video game whose objective is to bring the player to interact with his environment, to understand the diversity, the food chain and the fragile balance of a European forest.
In this game, the main objective is to place the player in the food chain so that he can learn or relearn to respect his ecosystem and learn about his environment and the impact it has on it. One of the important elements is to confront the player with his choices and their positive or negative consequences. My objective is to offer the player a balanced, coherent and realistic ecosystem in which he will have to find his place, manage his needs in balance with those of his environment and his environmental impact.
https://www.youtube.com/watch?v=A21nkKBFFDY
Feature
Survival gameplay based on realistic skills
Crafting and building
A world randomly generated
Day and night cycles
The 4 seasons
Realistic fauna and flora
Survival gameplay

To survive, the player will have at his disposal a tree of materials and structures inspired by real life techniques. He will be able to make them from the resources available in the world in order to face the bad weather, to protect himself from injuries that could be inflicted. During his adventure, the player will have to take into account several parameters such as hunger, thirst, cold, exhaustion and stamina of his character, parameters that will have dramatic consequences on his adventure if they are not managed.
Crafting and building :

The evolution of these skills will allow for more efficient equipment such as a composite bow made of wood and bone that will be more accurate and have a better range or new structures for the camp such as different types of fire that will each have their own uses.
Ranged and melee :
The evolution of these skills will allow you to do more damage, be more accurate, shoot farther and faster and use less stamina.
hidding :
The evolution of this skill will make it easier to hide, whether it's for hunting or avoiding a predator. It will also make it possible to make equipment to better camouflage oneself in the environment.

Fauna

The animals will be represented as faithfully as possible, they will reproduce, seek their food, have their territory and interact with each other, other species and their environments. This is one of the most important elements of my project. In most video games, the animals are just extras filling the scenery and usually waiting for the player to kill them to harvest a resource. I would like to create a self-contained environment that does not basically need the player, where all the wildlife is active and co-dependent. This will allow the player, as in reality, to stop and admire and become aware of his environment.

No respawn :
If the animals reappear automatically and for no apparent reason, it is very difficult or impossible to see or feel the impact the player is having on his environment. On the other hand, if reproduction is the only way for the animals to increase their numbers, the player will have to organize himself and think about his actions in order not to eliminate one or more species. This would lead to an imbalance in the food chain.
Natural seclection :
All animals of the same species are different, some are better adapted to their environment, others less so. It is this concept that I would like to put in place by programming the animals' DNA. For example, some members of the same species will be faster than others and will therefore have a better chance of escaping predators, of reproducing and therefore passing on their genetic baggage to the next generation.

Flora

All plants will be inspired by real plants with their known effects, whether positive or negative for the player.
Some berries are poisonous, some are not, just like mushrooms. For example, knowing the difference between hawthorn and blackcurrant can change the course of the player's adventure. Some of the poisonous and edible plants are known, most people know that fly-killing amanite is poisonous and know how to recognize it just as they know how to recognize a gooseberry bush. To find out which plants are poisonous and which are not, the player only has to pay attention to the animals, which generally avoid poisonous plants.
https://www.youtube.com/watch?v=nXo7OwTEDrQ
realism of natural cycles :

A tree will not grow overnight, a meadow grazed by a herd will not grow back in a few hours in the game.
The natural cycle and its rhythm, are things that in our time are vital to know. The player will have to learn to harvest only what he needs if he does not want to disrupt the food chain. Too much pressure can have catastrophic repercussions on the environment, which can lead to a collapse of the food chain. If, for example, the player cuts or harvests all the berry plants on the map, the animals that feed on them will have to turn to other food sources that may not be able to withstand such pressure, and thus will be able to disappear, causing a chain reaction.
https://www.youtube.com/watch?v=GzMi_8gTay0
Here you will find here the links concerning my project:


