I was interested in implementing a dynamic and realistic economic system in the gameplay so that the trading process is more efficient. Our gameplay is thus centered around a trader who travels between towns to trade in and trade out. We attempted to condense on the life of an ordinary trader in the middle ages, and shape the gameplay around that person’s experience. This game is essentially a prototype of a game at a much larger scale.
The story unfolds with the game tutorial, and thereafter comes with the gameplay ( through no block of text). There are seven different endings depending on the objects discovered by the players. The discoverable objects range from wedding photos to newspapers; my intention is to make all the combinations make logical sense.
Amir does not have any intuitive narrative as it’s a prototype of a dynamic trading system.
We’ve already had in mind quite a lot of improvements and extra features that could be added to this game. It is a pity for us that we had no time adding NPCs in every town to exchange information on certain commodity prices change— we want them to influence the demand curve in specific ways so that our trading system could be more unpredictable. Our narrative system is implemented but we didn’t have the opportunity to add in actual narratives. To present the players an immersive experience of a trader whose life is so different then the ones they are having, we’d love to add in a background story and give the player a purpose in trading. In addition, Along with reducing the health of the player, we believe dropping commodities when defeated by the bandits makes more sense with our level design. We’d love to expand this game in the future.