Here’s the first comprehensive gameplay video of DoN The Nature Game!
DoN’s Living Flora Simulation aims to approximate natural growth of various flora and it is against this backdrop that the Real-Time-Strategy gameplay of DoN thrives.
In its first leap towards covering non-flowering flora such as moss, fern, etc under its gambit, the Living Flora Simulation now supports spore based reproduction (as opposed to seed based reproduction that was the only mode of floral reproduction supported in previous builds of the game). This video shows Fern unfurling tiny fiddleheads into large roomy plants while reproducing via spores using pre-determined simulation parameters that influence the resultant growth patterns.
Another thing! The dream of running massive flora populations at an acceptable 60 FPS is also something I’ve been keenly working on and I’m thrilled to report that this is now reality! As demonstrated in this video, DoN can manage lifecycles of not just hundreds – but THOUSANDS of individual flora, all running at a smooth buttery 60 FPS!
In coming months the Living Flora Simulation shall further blossom, incorporating such key features as decay simulations, day-night cycles, weather and perhaps even seasons! The possibilities are endless and these are exciting times for DoN indeed!
It’s been a while since the last update and here is the reason why – DoN has undergone a major overhaul! This transformation includes a renewed focus on the RTS (Real-Time-Strategy) elements of the game and other much needed gameplay improvements.
The real challenge from here is to create a sense of that much loved 4X strategy gameplay without sacrificing the sense of adventure which Third-Person action unfailingly delivers. In the coming months DoN will attempt to walk a tightrope balancing not just RTS and Third-Person, but also the “Living Flora” simulation elements of the game; The Living Flora simulation aims to provide an immersive, realistic and (most importantly) a warm stirring experience of nature’s floral beauty, pollinator lifecycles and their intertwined relationships.
This update offers a glimpse of new features added in recent months and provides a briefy summary of DoN’s roadmap so CHECK IT OUT! DoN is heading towards a Steam Greenlight submission somewhere in Q4 of 2015!
Like, comment, and share this video! You can also visit DoN on the Steam Concepts page which offers a preview of Drunk On Nectar’s Greenlight submission.
In this first part we take a look at ‘Pollination’ – one of the cornerstones of DoN’s gameplay. Keep an eye out for future videos to learn about all things DoN!
I alluded to a ‘Living Flora’ system on DoN’s Steam Concepts page and there were many questions asked on what Living Flora meant and just how much of the map would live.
Well, finally here’s a video to provide a taste for Drunk On Nectar’s Living Flora system!
The Living Flora system is one of the cornerstones of DoN’s strategy gameplay. This system allows plants in the game to do more than just sway in the wind as pretty props; flora in DoN dynamically cycle through their natural lifecycle(s).
So what on earth does that mean? Plants in DoN first exist as seeds. These seeds take root, form shoots and eventually form one or many flower buds that blossom and bloom. If a flower is pollinated successfully by a pollinator (bees, butterflies, basically -You, the player!) then the plant forms seed pods around the flower bud while the flower itself withers. These seed pods are then carried around the game map (through a complex process to be described later) and these seeds take root to usher in the birth of the next generation of plants!
To make all of this easier to digest I will be creating a Living Flora playlist on DoN’s youtube channel where I’ll upload bite sized content so the Living Flora paradigm can be better understood, especially from a gameplay standpoint.
I will also be creating another youtube playlist on ‘The Basics of Drunk On Nectar’ which will focus on core gameplay rules, victory conditions, etc so that everyone has a much better idea of the overall gameplay.
Look forward to hearing your feedback and suggestions!
— Venugopalan Sreedharan
Drunk On Nectar is a third-person action strategy game and an ode to the beauty of nature. From butterflies to bees to hawkmoths and more, choose your favorite winged wonder and explore lush green surroundings with your team of pollinators.
Capture turf, harvest nectar from flowers and form strategies for sustaining your population while deterring rival factions.
Swift flight speeds and high reflex aerial combat will satisfy your third-person action cravings while a deep strategy system revolving around the nature’s tenuous balance between insect population, nectar availability and the pollination and growth of plants will push your management skills to the limit.
DoN (short for Drunk On Nectar) also features a living flora system where plants go through actual cycles of growth, pollination, reproduction and seed dispersal aided by their winged pollinator friends.
I’m Venugopalan Sreedharan, an aspiring game dev and the sole developer of DoN. I wanted to create a game that allows you to wander amidst nature as one of its splendidly subtle creatures – the insect pollinators, romanticized through action and strategy elements in a manner only possible through our beloved medium of gaming. I hope you and gamers across the world too will enjoy experiencing DoN!
Please check out the official launch trailer above and stay tuned for regular updates on the development of DoN. In the coming posts I will discuss several gameplay aspects of DoN and reveal upcoming milestones. DoN is currently in Alpha and I would love to hear your feedback and suggestions so that we can make this game blossom to its ultimate potential.
Subscribe to this site and also visit DoN at Steam Concepts, Facebook and Twitter with your thoughts!
For further information you may also reach me directly via the Contact page 🙂