Aight, so a small update. I've figured out what the minimum viable product would be. All that's needed is to implement it. The steps are as follows (forgive me I'm no programmer):
- A ground
- 3 "structures"
- Give each of the structures a set of values/booleans
- When placed on the map, change the values of the tile to the values within the structures
- Values decay the further the tiles are from the structure epicentre
- Tiles can have multiple values
- When placing a tent/suite/trailer to the tile with the values, they are adopted to the residence(s)
- When placing a visitor to the residence, check if visitor values (wants/needs) and the residence values match
- If match, add +x to player score; if not, add +0
For my part, I think diversity is always a good idea for this kind of thing.
Ask and you shall receive! Behold! Young adults.
These are dialogue portrait samples I've made when I felt like doing it. Thinking of using them for things like... cutscenes, quests or general dialogue what-not. I'm currently making other ages such as seniors, adults, kids, and toddlers (maybe). Made in Illustrator, 100% vector for scaling. In the future, different body shapes, hairs, accessories, and expressions.
I still need to make the overworld sprites. It's gotta be pretty simple for easier animating (probably rigging rather than frames, from the looks of it; something like Tinierme avatars when that was active, or the sprites from Vanillaware), it needs to be well composed to be differentiable even if it's shrunken down and standardized to make palette-swapping efficient.
And just for my personal enjoyment, have some foliage!
I'm currently researching mid-century architecture to make the structures. For the MVP prototype, I'll probably use a hot tub, a playground, and a pool. For the final game, clubhouses, restaurants, etc. etc.