This is a concept or project early in development

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Mankinds Beginning: Paleolithic to Mesolithic era
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Platforms: PC
Languages: English
Players: Single-player
Posted:
Updated:
Jul 12, 2013 @ 5:19pm
Oct 28, 2013 @ 12:11pm
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Description
Mankinds Beginning: Paleolithic to Mesolithic Era is a 4x RTS set in the paleolithic and mesolithic time periods. There will be many features to the "people" among them will be traits that will be passed down through heredity, traits that are earned, and also personnalities of the individuals.
The goal during this game will be to survive, make a decent base for cultrual and religous growth, and make the social constructs as we know them today such as parenting and shamanism.
There will be trading and currency in this game, along wtih foriegn affairs and many many many more screens.
The economy will have thousands of products but can be automized to make it easier on the player. The automizations will be programmable to what you want them to do and what you dont want them to do. There will be many configurations for products and uses for raw materials.An example of one of the many configurations is using cattail flour instead of potato flour to make a "flatbread"
There will be minigames as examples : hunting, fishing, gathering of plants, chopping wood, making dyes, etc. The hunting/fishing will increase production, technology, and trade importance of these items. Gathering of plants will assist with the Cultural, Religious, Technology, and Knowledge of Herbalism. Making dyes will assist in the Cultural, religious, herbalism, and technological aspects of the game as well as the economic aspect. To have the first "dyed" items would be an achievement to society.
Your "people" will have individual wants and needs, along with minigames that will assist them. With that said, Thier personnality traits will determine how much the "citizen" tells you and how much you have to guess. There will be division of labor(when developed) and thus will decide alot of factors also. The individuals will also engage in courtship behavior that you can assist or harm with, and many other behaviors that would assist or harm society as a whole.
This game will use birthrate, deathrate, and other factors to determine population growth and decline. Food stores and production will assist in the birthrate/deathrate ratios... Illness, deseases, and injuries will also factor into the ratios. The knowledge of medicine will assist your "people" greatly. The injuried/sick members of your society will hardly contribute to the "people" as a whole unless it is a minor inconvience like a cold or a cut.
The decisions and events that assist you while you are playing the game will be instrumental in how your "people" develops. The first few decisions outline the first government, social, and religious structures. Such as, what your currency will be(can be changed throughout game); How your dead are buried; etc. These decisions will decide the path of your "people." The events will be either assisting or harming. IE volcano erupts near village and only two survivors (male and a female). With that example you would have to completely remake your "people."
The assimilation of friendly or hostile "tribes" will be very different in respect to the relationship. For instance, Your "people" are great trade partners with another tribe and they start intermarriage(if social construct is there). You can have that people assimulate very easily and quickly to your "people's" beliefs, social order, etc. If that "tribe" was hostile, It would take years longer to do the same actions. Trading, similar beliefs, relationships, etc will all be used to determine assimulation rates.
The many settlement types will have different benefits and costs. For instance, you have your capital city and you want to create a outpost. The cost would be X amount of goods(wood, stone, meats, fish, grains,etc) along with Y amount of people. That would be easily used elsewhere like to create units or assist in the construction of the capital. So you decide on a trade post, alot less required elements and will automatically grow on its own. Mind you the outpost will also grow on its own. So do you chose to build the outpost or the trade post... That is one such item that the player decides on.
The player will control the Unit production, Civilian population, Growth of "people", Government, Religion, Society, Building construction, Expansion of the "people", Advisors, Automizations, Trade, and many more aspects if so desired. The way the player controls construction of units and buildings is they will have to select the unit or building to create another unit or building(civilians will be created automatically and die automatically according to deathrate and birthrate). Civilians will want jobs to do and also places to work(after division of labor is established). Military units will have different housing and buildings than civilian counterparts, merchants/traders will also have differnt buildings.
The examples of the building constructions will be as follows: storehouse, storage building, weavers hut, bakery, hunters hut, military training grounds, knappers hut, stone query, fishermans hut(located near a river,stream, ocean, etc.), town hall(government building), and "religious center"(until temple.cave, etc is allicated for same purpose).
Units in this game will be devided into military and civilian. Military units would be like spearmen, archers, harpooners, atal armed spearmen, knife throwers, etc. Civilian would be builders(different classes), weavers, farmers, hunters, fishermen, knappers, shaman/religious leaders, medicinemen, etc. There will also be training locations for each of the individual civilian "professions." Also laypeople can be sent to do certain tasks if they are more inclined to work in a certain area. The division of sexes will also be a factor when that social structure is "implemented."
The growth of the "people" would be founding of different settlements and or increasing trade between them. Taking over a settlement by force and many other actions will also contribute to this aspect.
Religion will be controled through a special interface screen designed specifically for this purpose. There will the head spiritual leader and the head religous leader, both will be part of your advisor concil. After that subscreen stating what they believe should and should not be done to assist with spiritual and religious needs of the people, there will be subscreens for the growth of your religion, New advancements that can be implemented for the religion, the buildings and what they contribute to the religions, along with the various spiritual and religious subleaders of your religion that influence your peoples "paths to enlightenment".
Government will have advisors, cabinet, diplomacy, internal affairs, foriegn affairs, treasury, admirals(when raft making is invented), general of army, transportation dept advisor, law screen, exicutive orders, debt vs taxes, and many more screens to detail that of your government.
Advisor screen will be all your advisors and cabinet... cabinet will be a subscreen in this screen with all the advise they give. The advisors will be the heads of the various departments and give advise.
The social screen is where the social constructs and social standings will be. The social advances will also be on this screen. "Parenting" "slavery" "settling" "rulership" chiefdom" "shamanism" and "animalism" are all social advances. Parenting allows for settling which allows for Chiefdom. Animalism allows for Shamanism which allows for a new types of religion with animalism and only one new one for shamanism. Settling will allow for slavery, division of labor, and also Government. Rulership will allow for settling.
The trade screen will be tradable items that are natural or artificially made. Will also have the "price" in your "currency" to make them and the "price" for any of the other trade partners you may have. It will also have a domestic trade screen. international trade screen, World trade screen, and the link to the diplomatic trade screen. All of which will be very informative.
Popular Discussions View All (28)
25
Jan 20 @ 3:18pm
weapons
druebey
20
Sep 21, 2013 @ 3:59pm
depth of game
druebey
5
Nov 2, 2013 @ 5:14pm
load screens
druebey
110 Comments
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druebey  [author] Jul 13 @ 4:20pm 
bryan I will state this, I am still doing research of over 100 kinds of trees and plants to be utilized in the games.
bryan.keniry Jun 26 @ 4:06pm 
How accurate do you want the game to be? For instance you mention currency. Coinage didn't arise until around 700 BC at the earliest. It is of course arguable that previous to this, precious items such as obsidian were used as a rough form of currency, but most early societies ran on a barter economy or at best what is known as "commodity money".
How much knowledge of paleoanthropology do you have, because while I love the concept, the problem I always have with these kinds of games is their lack of historical accuracy.
druebey  [author] May 12 @ 6:30am 
I have to ask, would making a reddit for this endeavor be more useful for all?
druebey  [author] Mar 31 @ 10:20am 
added a new discussion...
druebey  [author] Mar 31 @ 8:42am 
Also thecheeselover I have to say that I will not be releasing on steam. My PC games will be released by physical media. That fact alone boggles many.
druebey  [author] Mar 12 @ 11:30pm 
That is true, and thus I will be making a few cell phone games before releasing the first series... I figure I have alot of work to do with my own engine. making a game without passion makes it a flop, not too early. Without passion nothing is achievable. I was not trying to be mean with my questions, I have had many people state I cant do this without having degrees and etc. I did not autoassume but rather inquired. Its like you asked instead of stated what could be an issue. I though have been working on these series for around 3 yrs now and 4 years without anyone knowing. I am looking at relearning C++ in the next few months as I have pushed first mobile game date to around novemember due to funding to get the lessons and more.
thecheeselover Mar 12 @ 1:05pm 
I was only intrigued by your competencies for making a game. Here's your sentence: ''I have completed four lessons in HTML, Five in C++.'' I think it's not enough for making games right and that you should continue learning for a couple of months before making a game on steam. I don't say you are not able to make a game, on the contrary, I think that if you really have a passion for your game, then it will be successful. It's just that making a game too early will probably make it a flop.
druebey  [author] Mar 11 @ 11:53pm 
thecheeselover, can I ask where professionally programming software has to do with making a game? I have seen many indie games created by doctors, lawyers, etc that have no degree in computer science nor have any professional work in software. Take a look at most of the games that are considered "indie", how many of them actually have degrees in this sector or for that matter have the professional work in this sector? I am asking as per relevence, I am not being snide with this rebuttal just fact seeking. I am wondering where the fact I have not programmed professionally matters in this project....
druebey  [author] Mar 11 @ 11:49pm 
Professionally I have not done any programing, but as a 6 yr old I was doing simple games in binary. By the age of 9, I had successfully created a game that was far more advanced. I though do not pride myself in those works as much I will these new ones. I hope that answers your question cheeselover.

Another thing about this series is that each engine/game upgrade will go from day one, till the end of any development... I plan on continued development for years to come after this series is done, and the next one has finished.
thecheeselover Mar 11 @ 6:51pm 
How long have you been professionaly programming (real software programming, no HTML here)?