Following the rules in the last 2 posts Rising World does become more difficult which helps while we wait for the next updates of Rising World.
After playing a few hours I did make some more changes.
- Ores..... I have changed chance of finding ore to maximum as you will only be able to mine ore on the surface or close to the entrance of mines where you have sunlight showing you the ore in the rock.
- to start the game arm yourself with the following to add to your axes in the inventory.
item flashlight 1
item sickle 1
item compass 1
- I have ruled out using a map for the time being. My idea for the map is that I can use a map in the future when I eventually create a paper press but there will be rules to implement that will make the map harder to use.
- In the meantime I have gone in armed with a compass. When I was a kid in Africa I made my way through the bush using a compass and am recreating this in the game
- Collecting seeds only during the day time. At night while holding the torch in my left hand I can pick food with my right hand.....however not collect seeds. This will reduce number of seeds in your inventory.
- To further limit seeds I am testing a limit on how many seeds I can hold in my inventory. Instead of ending up with an oversupply of seeds eg 50 I may limit number of seeds i can carry to 10 of each food type. Any amount over 10 will be thrown away.
- when planting seeds I may also implement the possibility of failed crops. One way to do that is when I have tilled the land, each time I am about to sow a seed I roll a dice..... if the dice rolls an even number I plant that seed.... if it is an odd number then I throw the seed away and go to the next of the 10 seeds. If you have bad luck and only throw 2 even numbers then you only grow 2 plants out of 10 possible. After planting you can collect more seed if any in the area and try to sew this seed if you get an even roll of the dice.
-another source of food is when you come across an apple tree for example. At the moment it is assumed that all fruit is ripe and can be eaten. I have added rules to my game-play where when I come across a fruit tree I roll a dice..... if the dice is even then the fruit is ripe and can be picked. However, if the dice roll is odd then the fruit is smelly , not edible and way past a state of being eaten. In the case where the fruit is spoiled with an odd roll of the dice, I pick the tree of apples.....if I pick 6 apples these need to be thrown away and not kept in your inventory. I pick the bad apples from the tree and throw them away so you dot go back to the tree 5 minutes later and then find the apples are suddenly ripe.
You could make it a little more realistic by assuming that a fruit tree you come across may have both edible as well as spoiled fruit on the tree. To handle this, if you pick 6 apples for example then roll a dice 6 times and throw away 2 apples if you have 2 odd numbers in the dice rolls.
