Daily update 🚧🎮
I found something really solid to reformulate the day / water / food / gold system.
At the code level, the base now works like this: instead of raw numbers driving the experience, resources are translated into states (abundant, stable, low, critical, etc.). This becomes the invisible backbone of the system.
In short (very straight to the point):
✔ The old system was decent.
❌ The interaction with it never fully convinced me.
What I want the player to feel:
Managing priorities
Constant pressure
Learning through narrative consequences
Never feeling like they’re playing a medieval Excel spreadsheet
What I’m doing now:
1️⃣ Refactoring the current system (invisible base)
2️⃣ Creating a per-day decision model
3️⃣ Building a narrative HUD (no numbers)
That’s it.
I’ll share deeper details with paid members later — for now, I’m going to turn this idea into reality.
