Worm pets devlog

This is an unfinished game about taking care of pet worms!
The plan is to have each worm provide a unique experience via emergent storytelling through complex simulations and environmental factors.

I have currently added techniques to generate visually distinct worms, allowing them to vary in size, length, and personality soon. I am currently working on adding tools for interactions!

Stay tuned!

Check out my Patreon!
(you don’t have to pay, it’s just to extend past this forum.)

5 Likes

worm :+1:

honestly quite incredible

When’s the update that lets you crossbreed worms to get super ultra hyper ultimate epic legendary mega supreme amazing divine godly shiny mutations?

that comes after the buyout :face_with_head_bandage:

Oh man, I really hope there are centipedes in this game! :innocent: /silly

Jokes aside, it looks pretty good so far! Quite interested to see where it goes in the future :3

Can I eat the worms

Any plans to add sandworms from dune or it is too much work?

worm :+1:

You mentioned emergent storytelling to provide a unique experience so I assume this is an immersive sim/immersive sim inspired.

What are your plans regarding what affects what and how it ties into other aspects of the game? If you’re not sure I’d recommend playing other games in the genre (Play Thief, that’ll help you understand more about the concept you are trying to implement)

Also make a code in the game called “0451,” that unlocks a cool hat for the people with elite ball knowledge.

Most of my experience with that sort of thing comes from RimWorld, so I’m thinking weather, personality trait conflicts, romance. Anything to throw a wrench into things.
Perhaps you will feed a worm something it’s allergic to and have to deal with that.

interesting, make sure to develop and study how simulation principles work in your game to get entity reactions for the desired and best outcome if you haven’t already.

For example anything that creates “fire” would ignite anything tagged as “flammable”, rather than hard-coding the interactions yourself. Which completes the goal of adding that immergency. Obviously this isn’t a game with combat so you could probably adapt what I said into your game in its own way. The goal of immergent gameplay/storytelling is to create unique situations that even you the dev couldn’t think of.

Granted this might take a little finesse on your part if you are inexperienced and I don’t really expect a lot out of roblox devs anyways.

:eyes: not yet it isn’t, but that’s out of the minimum scope.

Good call. I haven’t been entirely sure how to do it, and I’m kind of putting it off because of how much else there is to do.