Ian Badcoe<p><a href="https://peoplemaking.games/tags/GameDev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GameDev</span></a> <a href="https://peoplemaking.games/tags/GameIdea" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GameIdea</span></a> <a href="https://peoplemaking.games/tags/GardeningGame" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>GardeningGame</span></a> <a href="https://peoplemaking.games/tags/ReverseOf4X" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>ReverseOf4X</span></a> <a href="https://peoplemaking.games/tags/Voronoi" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Voronoi</span></a> <a href="https://peoplemaking.games/tags/Crystals" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>Crystals</span></a> <a href="https://peoplemaking.games/tags/ProceduralContent" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>ProceduralContent</span></a> <a href="https://peoplemaking.games/tags/ProceduralContentGeneration" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>ProceduralContentGeneration</span></a> <a href="https://peoplemaking.games/tags/PCG" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>PCG</span></a></p><p>I wrote up one of my old game ideas.</p><p>A few years back I found the concept of "gardening games" by <span class="h-card" translate="no"><a href="https://mastodon.social/@maxkreminski" class="u-url mention" rel="nofollow noopener noreferrer" target="_blank">@<span>maxkreminski</span></a></span>.</p><p><a href="https://mkremins.github.io/blog/gardening-games/" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">mkremins.github.io/blog/garden</span><span class="invisible">ing-games/</span></a></p><p>The point is not literal "gardening" but rather a deeper way to interact/relate to procedural content, pretty much by inverting the idea of a 4X game. Instead of arriving at a beautiful, believable, "wild" landscape and exploiting it to bits, the player works with the environment system to enhance it. </p><p>E.g. the same way a gardener works with/within nature: collecting seeds, growing seedlings, moving self-set plants, removing weeds, composting waste, pruning, improving soil.</p><p>It's a beautiful idea that captures something I hunger for in games, but rarely find...</p><p>...so this is my attempt to implement the idea in a design: <a href="https://emnf-ideas.ianbadcoe.uk/growth-673uxwn7v0-f7tsv293ns75" rel="nofollow noopener noreferrer" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">emnf-ideas.ianbadcoe.uk/growth</span><span class="invisible">-673uxwn7v0-f7tsv293ns75</span></a></p><p>This particular take is literally gardening, which is not required, but works as a jumping off point.</p>