Thinking

Day 2 just started.

Definition of "aftermath", from thefreefictionnary.com : af·ter·math (ăf′tər-măth′)

  • 1. A consequence, especially of a disaster or misfortune: famine as an aftermath of drought.
  • 2. A period of time following a disastrous event: in the aftermath of war.
  • 3. A second growth or crop in the same season, as of grass after mowing.
  • Well, I want the game mechanism itself to be in the theme. Thinking about what could make "aftermath" fun in a gameplay, I found that graphs are a good candidate : if the player objectives relies on a quantity defined by a (non-trivial) graph, then a slight modification of a node could result in quasi-unpredictible consequences ; the corresponding aftermaths are crucials.

    I think the nodes of the graph will be cities, while the edges are the commercial links, their weights the intensity of this link. The global graph is a country. The goal will be to destroy/improve the country, by acting on the right nodes at the right time.

    To make the game actually fun and a little bit more challenging, the local modification of nodes will depend on a sort of minigame. Well... all this is pure theory. I will try to start the actual game this night.