Goblin Sire (life sim)
Posted: Thu Jul 30, 2015 11:10 pm
Hello. First time poster. This thread is a collection of my ideas and concepts about my game Goblin Sire.
Story
Nine years ago you fought in a great war against the goblin horde. Defeating the dread goblin king in single combat, the goblin army scatters to the mountains. The only thing left in the ruins of the ancient goblin fort is a baby. A goblin baby! Having lost your family and friends in the war, you take pity on the child and raise it on your own.
Ten years later and life has moved on. Your funds are running dry and your rapidly failing health prevents you from working. The goblin wars have become a fading memory and some greenskins have integrated peacefully with society (albeit not without the usual prejudice). It's time, you decide, for your sire to take over. What kind of goblin will they become? Strong, sociable, and forthright or bitter, feral, and conniving? That's for you to decide!
Concept
The game is both a parody and love letter to simulation games like Princess Maker. I want there to be a bit more visual novel elements so inbetween raising your goblin's stats there'll be events that unfold a traditional narrative as well as original characters to interact with.

So your goblin has six attributes, the classic D&D strength, dexterity, constitution, intelligence, wisdom, and charisma. There are also five personality attributes that lean towards one side or the other: introvert - extrovert, feral - civil, faith - skeptic, empathy - apathy, decisive - indecisive. There are four skill based attributes: combat, magic, social, and leadership. And finally four reputation: court, civilian, neighborhood, and church. All of these are subtly influenced by the goblin's blood type and astrological sign (not much, just enough to be noticeable and different each play). Like Princess Maker you send your goblin out to earn money, study, and explore the world. They'll form relationships and their experience will inform their worldview. The game ends on the first of the 9th year.
This is my first real Ren'Py game. I've made some short projects but this is the first time I'm really planning something out. The concept in my head is solid but from here my first goal is to build all the main systems: menus, all the variables for the various attributes, working calendar, and so on. Basically the shell from which the meat of the game will fit in.
Story
Nine years ago you fought in a great war against the goblin horde. Defeating the dread goblin king in single combat, the goblin army scatters to the mountains. The only thing left in the ruins of the ancient goblin fort is a baby. A goblin baby! Having lost your family and friends in the war, you take pity on the child and raise it on your own.
Ten years later and life has moved on. Your funds are running dry and your rapidly failing health prevents you from working. The goblin wars have become a fading memory and some greenskins have integrated peacefully with society (albeit not without the usual prejudice). It's time, you decide, for your sire to take over. What kind of goblin will they become? Strong, sociable, and forthright or bitter, feral, and conniving? That's for you to decide!
Concept
The game is both a parody and love letter to simulation games like Princess Maker. I want there to be a bit more visual novel elements so inbetween raising your goblin's stats there'll be events that unfold a traditional narrative as well as original characters to interact with.

So your goblin has six attributes, the classic D&D strength, dexterity, constitution, intelligence, wisdom, and charisma. There are also five personality attributes that lean towards one side or the other: introvert - extrovert, feral - civil, faith - skeptic, empathy - apathy, decisive - indecisive. There are four skill based attributes: combat, magic, social, and leadership. And finally four reputation: court, civilian, neighborhood, and church. All of these are subtly influenced by the goblin's blood type and astrological sign (not much, just enough to be noticeable and different each play). Like Princess Maker you send your goblin out to earn money, study, and explore the world. They'll form relationships and their experience will inform their worldview. The game ends on the first of the 9th year.
This is my first real Ren'Py game. I've made some short projects but this is the first time I'm really planning something out. The concept in my head is solid but from here my first goal is to build all the main systems: menus, all the variables for the various attributes, working calendar, and so on. Basically the shell from which the meat of the game will fit in.
