Kuwento - Planned Mechanics
Wed Sep 10 2025
One of the problems I deal with whenever I start any project is focusing too much on the details. I've been focusing on creating the landscape on one level and trying out placeholder foliage (a mix of things I 3D modeled and more realistic assets-yes, I have given up on the idea that I can make everything myself) instead of actually starting anything that would constitute an actual game. If I learned anything from my last Unreal project, it's that, although I find the process of creating a landscape fun, it really should be something I do further along the pipeline. If I had to guess why I start and get stuck on the landscape process first, I would say it's probably because it's what a lot of tutorials begin with (yes, I am still using tutorials). It's also kind of fun to virtually run around in something I technically brought together.
I came up with two things I want to implement in my game: a barter system and a reputation system. From what I've come across so far in my surface-level "research", trade and outside relations were pretty important during the pre-colonial period. It's important that I also include boats and trading with surrounding groups. It's my understanding that pre-colonial Philippines was not a nation yet. It wasn't considered "the Philippines"; it was made up of separate ruling groups. I'd ask anyone reading to correct me, but I doubt anyone is actually reading this and I'm not willing to put any contact information here just yet. The sources I've used so far are Kirby Araullo (Historian), The Filipino Story Studio, and The PH Archivists. I should say that I don't know how valid my sources are. I'll cross-reference, but I still don't have a fool-proof way of verifying them. For that, I will disclose it now that the game will be loosely based on the history of the Philippines and not a factual representation.