Logo pending.
SETTING
This setting is loosely based off of the 1600s Ottoman Empire-- much in the same way that many fantasy games draw culturally from medieval Europe. Our game takes place in the equivalent of Istanbul/Constantinople, at the height of the country's power.
The cosmology is based off of the Islamic faith, where there are three types of sentient beings-- Angels, created by God from light, who are gifted with immense power but have no free will; Djinn, created from smokeless fire, are very powerful and have free will; lastly, Humans, created using malleable clay, who lack the innate magical powers of the other two, while retaining free will.
There are two kinds of magic that can be wielded by humans, but sorcerers are heavily stigmatized. The first type of magic could be called "white magic"-- but is more accurately described as "magic with God's permission." This magic uses holy scripture, spoken aloud or written down, for all effects. This magic is relatively limited, and typically used for smaller acts, such as blessings or medicine. The second would be "black magic" or "magic without God's permission." Humans do not have access to this magic naturally, and can only learn through contact with Djinn. This magic can be much more intense, and unpredictable-- though it will generally be limited in comparison to what actual Djinn are capable of.
The Djinn have a gift for shape-shifting, and thus many races of different appearances are actually different clans of Djinn. Three of these clans feature prominently in game-- the fairies, elves, and dragons. (Possibly more to be added as the world events are written.)
Similar to the Ottoman Empire, this country's society is heavily reliant on family structures. However, in opposition to the patriarchal structure in our history, it is replaced by a religious one. Young children are asked to undergo a coming of age trial, and their results will determine whether they will become a household leader or a household member. This is seen as a brand directly from God, and is legally binding.
After the coming of age ceremony, it is expected that children have settled into their gender. The empire has strict regulations on public clothing based on ethnicity, class, and gender-- those who do not adhere to these standards may be fined, or face ostracization. Clothing is innately political in nature, and can communicate, for example, whether or not one is satisfied with the current sultan. That aside, clothing options within ones own home are not subject to these regulations.
The government structure is headed by a single ruler, called the sultan, sultana, or (gender neutral version yet to be cooked up.) All government officials, including the elite fighting force, based on the janissaries, were raised in the palace from a young age, and are property of the state. The system begins with a "blood tax", where children are taken from outlying communities that do not follow the dominant religion, and raised to serve the sultan/a. Those with academic inclinations become government officials, and those with strong bodies become warriors. These individuals are forbidden from forming families, as a way of solidifying power with the sultan/a and preventing political upheaval.
STORYLINE
Our story follows the player character as they raise a child delivered into their care. The interactions and events between player and children vary depending on their gender, occupational interests, ethnicity, and a variety of other factors. The game will explore various social issues, and how they effect the day to day lives of our characters. The player will be able to raise their child from age 10 until the age of majority, and help them overcome the hardships that one faces growing up. Based on how the child was raised, they will have very different adult lives, explored in the various endings of the game.
FEATURES
- Planned to release on Android/Ouya
- Play as a man, woman, or gender neutral individual
- Raise one of six different children with their unique personalities and societal issues
- Four characters romance-able by the player
- Plan the monthly schedule for your child, as well as taking them to ceremonies and festivals
- Shops, inventory, and the ability to dress up your child
- Explore various parts of town and befriend locals
- Travel outside the city to interact with worldly adventures
- Many triggered events depending on combination of player type and child
- Random events, which add to the replayability of the game
GAMEPLAY
The player will be able to plan your child's monthly schedule, allowing them to work, go to school, explore outside the city, or rest. In addition, the player will be able to make choices regarding the raising of their child, as well as conversations with various other characters. They player will need to manage both their monetary assets, and their social relationships with members of the community.
CHARACTERS
Derya Emin (Player Character)
Genders: Male, Female, Gender Neutral
Ethnicity Equivalents: Arabic, Libyan/Turkish, Turkish
Derya Emin is the default name for the player character, but their name and age can be set at game start. Derya may be one of three genders, each with different personality presets, and their occupation may be that of an ambassador, doctor, historian, or a sorcerer. Each job position holds unique benefits and challenges. Regardless of the choices, Derya starts the game unmarried, which carries a large stigma in the very family oriented society.
Fiona (Child)
Parent: Female Ambassador
Ethnicity Equivalent: Fairy/Libyan
One fateful day, the player is approached by emissaries from the fairy empire. They bring news of a death, leaving Fiona without a parent. Before passing on, her parent named you as her guardian. This causes some political complication, as government officials are not allowed to have families, but turning her away would result in a diplomatic incident and so your life together begins.
Due to the grim circumstances of her arrival, Fiona requires a lot of emotional support in order to open up. Out of all the children, she is the most visibly closed off, and she struggles with depression. (Referred to as a "spiritual sickness" in game, as modern language surrounding mental illness has yet to be developed.)
She is an extremely kind child, and will naturally gravitate towards helping others-- unfortunately, having lived a sheltered life, she is very gullible and makes an easy target for predatory individuals. Throughout the game, one of her major themes is overcoming inner demons and making peace with oneself and the world.
Gianna (Child)
Parent: Gender Neutral Ambassador
Ethnicity Equivalent: Greek
As a gender neutral ambassador, the player takes on a very different role-- they are God's ambassador to the empire, and are an angel. Choices and dialogue will be very different on this route to reflect this. In part to make the player a better ambassador to humanity, a human child is placed in their care. That child is Gianna.
Gianna is very proud and dignified, which gives her an advantage when addressing those of high status, but hinders her in making personal relationships. Having an angel for a parent does not help her keep in touch with other people on a personal level, and it takes careful planning to overcome this barrier.
She is very naturally gifted, but likely has the most prejudices out of all the children-- as well as a very cynical outlook on the world. A major theme in her route is learning to accept others, and being able to enjoy life and the world in the current moment.
Eoin (Child)
Parent: Male Ambassador
Ethnicity Equivalent: Elven/Arabic
After causing an immense amount of trouble in their home kingdom, Eoin's parents send him to live with the player in the hopes that he will get along better in human society. Just like with Fiona, this causes some political trouble, but he eventually ends up living under your care.
Eoin is extremely upbeat, energetic, and daring. He loves to confront others, and dreams of adventuring beyond the city walls. Surprisingly in contrast to his straightforward nature, he can be very shy when it comes to more personal interactions. It's very difficult to discourage him, and he has a very strong "bounce back" mentality.
One of his major themes involves learning consideration for others, and how to temper his impulsive nature to keep himself safe.
Hana (Child)
Parent: Doctor
Ethnicity Equivalent: Libyan
As a doctor, the player character accompanies the empire's army as they travel south, decimating cities and towns as a part of their campaign to gain control of the area. (Historically, however, there were no war doctors in the actual Ottoman Empire, some artistic license is being used.) Derya is leaving the last city before they return to the capital, and end up in a conversation with a young child whose home has been destroyed. The player decides to take the child home with them.
Hana's cheerful, girly exterior hides an extremely calculating, saavy nature. She is a social chameleon, and an expert at finding out what other people want and need. This adaptive strategy has helped her get by in life, both before and after the destruction of her home.
Because of her history, one of her hardest challenges is turning that off, and doing things purely for herself, doing the things that she wants to do.
Syelen (Child)
Parent: Historian
Ethnicity Equivalent: Chuvash (Ancient Turkic)
The historian goes out to investigate nearby ruins based on some of their recent findings-- normally, one would petition for a grant and hire explorers to do the investigation, due to danger, but as the ruins are well explored other historians do not feel your theory is worth investigating. When you arrive, you find that you were correct-- and appear right in time to see the hatching of a giant egg. Inside, there is a child, Syelen, and you take them home.
Syelen is extremely emotionally detached, and has little knowledge about the workings of society. Their neurodivergence causes complications when socializing or public appearances. They are, however, exceedingly academically talented, and will likely spend much of their time at the mosque, using the library.
They are not particularly distressed by their differences from their peers, though depending on how they are raised they may or may not better adapt to cultural customs and make a social network.
Durrah (Child)
Parent: Sorcerer
Ethnicity Equivalent: Arabic
Because sorcerers are so heavily stigmatized, the player has been unable to form a family and raise children. This desperate and isolating situation leads them to stray away from the legal teachings, and risk death in order to summon a Djinn. They ask that they be provided with a child, and Durrah is delivered to them.
Durrah, however, is a very strange child. She is extremely adept socially, but does not have the same conscience to keep her from using this against others-- she is very prone to flashes of cruelty. Fiercely independent, and capable of using her skills to her advantage, she is one of the most difficult children to raise.
Her path emphasizes difficulties, as well as rewards, that come from relationships where two sides have vastly different moral compasses and opinions.
SCREENSHOTS
GUI is still very much a work in progress, but here is a screenshot of the character selection screen.
This is the home screen, currently programmed except for a few details.
The schedule, which is currently not programmed. (Programming is complex, so this will likely take a while.)
The love interest screen, currently programmed with working bars and everything.
PLAN & PROGRESS
Setting: 40%
Events: 5%
Relationship Engine: 60%
Calendar: 100%
GUI: 30%
Music: 0 selected
Sprites: 8 complete
CGs: 0 complete
BGs: 0 complete
CREDIT
daikiraikimi: Art, Programming, Writing, and Music Selection