Lasting Legacy Dev Update #2: Head of the Family and Legacy

This week’s video covers the concept of head of the family and what exactly is legacy and how to obtain it. We’re also continuing the same family as last time. Will Fanni become the heir, or will childless Peter bring the lineage to an end?

I managed to keep things shorter than last time, so this one is only 12 minutes. For those of you who prefer text updates, don’t worry, we’ll have one of those next week.

Lasting Legacy Dev Update #1

Here’s the first video dev update for Lasting Legacy. We go over the basic gameplay.

It’s a whopping 19 minutes long, so I may have overdone it a bit! I’ll try to keep it shorter for future updates.

Since this is the first time we’re doing this, any feedback is appreciated. Would you like to see more of these in the future? What should the focus be? Any technical issues I should improve?

What Kind of Game is Lasting Legacy?

You’ve read the Lasting Legacy announcement, seen some of the art, got an idea about the setting for the game, and you even know about the feelings we want players to experience. But what kind of game is Lasting Legacy exactly?

Lasting Legacy is a fairly unique game, so it doesn’t quite fit in any predetermined genre. The closest category would be single-player, turn-based simulation, although the simulation part in Lasting Legacy is very light (unlike something like Sim City or The Sims), and in that respect it’s more like a board game. So it’s more accurate to say that Lasting Legacy is a blend of simulation games and board games.

Intrigued? You’re in the right place. Read on. Continue reading

The Feelings of Lasting Legacy

When I start working on a game, one of the first things I decide is how will the game make the player feel. Different designers have different ways of driving and focusing the design of their games: some will use a short elevator pitch, some will use key pieces of art, some will let the mechanics dictate the rest. I prefer to use the way I want players to feel to anchor the design, and I flesh out the rest of the game around it.

Once you have defined that feel, you can run every single design decision by it. Every game feature should support those feelings in some way, if not, they’re a good candidate to cut. And if some contradict them directly, you can veto them right away and not go down that path any further. Continue reading