been building doughie world. think club penguin meets stardew valley in a 1950s town.
designing it around persistent world state, a shared real-time clock, seasonal systems, and dynamic weather that actually affect gameplay.
fishing, mining, relationships, and individual progression in large multiplayer worlds, with smaller crew-based missions and cutscenes woven into the experience.
the interesting challenge is making everything connect: what’s happening in the world, what you’re working toward individually, and what your crew discovers together.
not just a multiplayer map. a town with its own rhythm and stories you become part of.
basically building the game i would’ve refused to log off of in 2010.