Game Development Community

Animal Crossing - Can TGB Do it?

by Jake Ruston · in Game Design and Creative Issues · 11/10/2006 (11:47 am) · 3 replies

Hello,

I was sent recommended here from a friend when i told him what project i wanted to start. Moving on, i was wondering if the Torque Game Builder was a good choice of software for creating a game like Animal Crossing (for the Gamecube and Nintendo DS)?

If so, do you have any ideas how i could start it?

By the way, in case you didn't know i think Animal Crossing is 3-D.

Thanks,
Jake.

About the author

Recent Threads


#1
11/10/2006 (12:26 pm)
IIRC, TGB does support small 3D objects. Not quite to the extent of TGE, of course.
#2
11/10/2006 (12:37 pm)
The biggest problem with doing an AC game would be delving into active timeline gameplay to give the feeling of a world that will move on with or without you. That and the number of jobs/inhabitants/etc systems is extremely pressing.

Graphically, TGB could do an AC-like game, especially since AC was fixed perspective and played very close to 2D anyway. AC was 3D made to look 2D, after all. No reason a 2D engine can't "do it".
#3
11/15/2006 (1:54 pm)
He's right, y'know. The reason AC is so popular is for two main reasons:
1) The player customization is INSANE. Whether it's furniture, wallpaper, clothing, hats, catchphrases, it's absolutely vital that you let the player leave his mark on the world.
2) The real-time clock. This is not important so much in itself, but in the fact that it's like a real town. Something happens every day, which encourages people to paly every day.

Now, for some suggestions:
1) MMO? Or at least give the players the opportunity to visit eachother's villages
2) Simplicity is key. The reason I like AC over a game like the sims, is that it's very easy to play. That is to say, I can pick up the controller, and immediately start doing stuff. What taeks a little longer, or at least for it to sink in, is the deep complexity of the world. Behind the cutesy Japanese mask, is a very complex machine, coming up with random events for every single day of the week, managing a real-time clock, the neighbors and their AI, and even the amount of weeds. (Also, if you include weeds in the game, could make them a little easier to get rid of than in AC? ^-^) But, players won't really notice, so they don't feel totally overwhelmed, and instead learn throught the joy of exploration. This joy is key.

Also, what would make this different from AC anyway? Just curious....