Dev Blogs: Pets
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[/p][p][/p][p]Who's a good boy? Who deserves bare minimum of care necessary for survival?
We're currently working on implementing pets into Walk of Life. They were a feature many felt missing from the demo, although we do want to alter their implementation a bit from No Time to Relax.[/p][p]Back in No Time to Relax, pets were basically mandatory for players aiming to win. Buying a pet early could get you a huge score advantage over someone who didn't get one. For Walk of Life, we want to stay clear of those kinds of systems and instead allow for more varied paths to victory.
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As was the case in No Time to Relax, pet scoring will be based on their attributes, but now they'll be scored at the end of every round rather than at the end of the game. This means that players will have to maintain their pets' attributes and nurture them every single round to gain their max benefit. [/p][p]We're also looking at adding new actions beyond the 'pet' action to add some depth to the system. Just as in real life, there'll be no all-in-one button to maintain your pet's health, hygiene and happiness in one fell swoop, so we'll try our best to make some engaging gameplay loops for all the pet lovers.[/p][p][/p][p]
[/p][p]So what about the pets themselves? We want to have a whole slew of pets on offer in all shapes and sizes. Cats, dogs, birds, reptiles and other, weirder options should be available. [/p][p]It's possible that they may not all be obtainable at the same location, so we hope players will explore as much of the game as possible in order to obtain them all! (We're good on copyright there, right?)[/p][p]And for any of you who are more excited about pets than anything else, there just might be a playable role tailored for you on the horizon.[/p][p]Until next time![/p]
We're currently working on implementing pets into Walk of Life. They were a feature many felt missing from the demo, although we do want to alter their implementation a bit from No Time to Relax.[/p][p]Back in No Time to Relax, pets were basically mandatory for players aiming to win. Buying a pet early could get you a huge score advantage over someone who didn't get one. For Walk of Life, we want to stay clear of those kinds of systems and instead allow for more varied paths to victory.
As was the case in No Time to Relax, pet scoring will be based on their attributes, but now they'll be scored at the end of every round rather than at the end of the game. This means that players will have to maintain their pets' attributes and nurture them every single round to gain their max benefit. [/p][p]We're also looking at adding new actions beyond the 'pet' action to add some depth to the system. Just as in real life, there'll be no all-in-one button to maintain your pet's health, hygiene and happiness in one fell swoop, so we'll try our best to make some engaging gameplay loops for all the pet lovers.[/p][p][/p][p]