It's been a long week since I launched the DIGGERGUN Kickstarter and demo seven days ago! If you haven't already, then make sure you play through the DIGGERGUN demo here on Steam! Next Tuesday I'm going to be releasing the pre-alpha of the level builder to all backers who selected the reward on the Kickstarter. Don't miss out and back us now!
Onto the DIGGERGUN dev-log!
Hello there and welcome to my blog series about DIGGERGUN's Game Mechanics. In this series, I'm exploring some of the inner workings of DIGGERGUN and revealing some behind-the-scenes info!
Today, I'm talking about money, the economy and game balance.
Ive been pretty clear from the beginning that from an economical perspective, much of DIGGERGUN is based on the current situation in the United Kingdom. Food, bills, and rent are all based on real-life UK figures during the time that I made the datasets in April. Even tax and national insurance are calculated to real-world rates.
However, pretty early on I encountered a problem which I doubt any game designer has ever experienced: real life was too hard.
In play-testing, it proved too difficult to keep up with the barrage of taxes, bills and cost of living, on the 9.50 minimum wage the player was earning. If they missed even one day of work, they would immediately be making a loss that week.
Players were struggling.
So I had to go in and adjust the numbers, sharply reducing the costs, making them lower than they would be in real life. I even had to remove one bill.
It was a depressing experience. I could go in and tweak the numbers to make things easier for the player, but unfortunately, this isn't the case for at least 2 million people in the UK who are paid minimum wage or less (1). They cant just adjust their life with a keystroke and make it easier.
Of course, since then, things have gotten a lot worse as the UK is being battered by record-breaking inflation, the highest its been for 40 years (2). And things are set to become even more difficult.
Given how I will be adjusting the economy again for DIGGERGUN before its final release, I dread to think what battered state Britain and its population will be in at that point.
Theres an interesting moment I want to share that occurred during playtesting. One playtester was genuinely shocked when they got their paycheque for the first time and saw their taxes and bills go out. He commented on how difficult the game was. In the second week, when it happened again, he was still just as surprised as he was the first time it happened.
The playtester said he really didnt want to be reminded of the days when he was on minimum wage and the whole experience was a bit of a depressing throwback.
It was moments like this during playtesting that made me feel like I had created something meaningful. There was no character shoving the message into the player's face, telling the player minimum wage sucks, doesnt it.
Instead, the player saw first-hand, with immediate brutality, just how much living on minimum wage sucks. And all I did was show them numbers when they picked up their paycheque.
I didnt create DIGGERGUN to make people depressed, but I did design it in such a way to make people think.
Money isnt talked about enough in the western world, and often its with a weird shame. And yes, maybe we should be ashamed that we have a society that enables people to struggle on such a grand scale.
But we can change things, and thats optimism I hope DIGGERGUN exudes as more of the game is fleshed out and character plotlines are expanded.
Besides, if I wanted to make DIGGERGUN really morbid, then I would have set the minimum wage to 9.18. Thats the minimum wage for 21-22 year-olds (3).
And considering the players character is a young, university graduate, in real life that's what his wage would be. Hows that for some rampant ageism in a society that already punches down?
Sources
1 - https://commonslibrary.parliament.uk/research-briefings/cbp-7735/
2 - https://www.theguardian.com/business/2022/jun/22/uk-inflation-rises-to-91-its-highest-rate-in-40-years
3 - https://www.gov.uk/government/publications/the-national-minimum-wage-in-2022
[ 2022-06-28 20:57:21 CET ] [ Original post ]
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After arriving on an island off the coast of Cornwall to work as Engineer, you’re quickly put to work in the lithium mines due to the flexibility clause in your contract. With the Cornwall Mining Corporation demanding a £3,000 fee to terminate your employment contract and take you back to the mainland, you’re left with nothing to do but dig.
DIGGERGUN’s world and gameplay is defined by its life-sim system, with the player required to carefully manage their time, energy and minimum wage in order to succeed as they dig through randomly generated mines looking for lithium.
What you do, when you do it and how you do it has never been so important in this oppressive world. Can you overcome the corporation, as it fights to drain you of every ounce of your spirit and stamina?
Features:
- Day-and-night cycle with an energy system where your actions truly matter as the sim-system tracks your gameplay and punishes/rewards you for your choices,
- An atmospheric world with unique characters who run on their own schedules. Who you interact with, and who you don’t, can change the outcome of your story,
- An all-to-real sim where wages, food, rent, and much more are based on the current cost-of-living in the United Kingdom, with tax calculated to real-world rates,
- Randomly generated mines always keep you on your toes and increase in difficulty as you move through them.
- OS: 4-bit Ubuntu 14.04+
- Processor: 2 GHz dual-coreMemory: 2 MB RAM
- Memory: 2 MB RAM
- Graphics: Any AMD or nVidia graphics card with latest drivers
- Storage: 300 MB available space
- OS: Ubuntu 18.04
- Processor: Intel Core i5-2400. AMD A10-6800KMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Nvidia GeForce GTX 460. AMD Radeon HD 5870
- Storage: 1 GB available spaceAdditional Notes: These are the minimum settings that are guaranteed to give you a smooth gameplay experience.
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