The three games

PROTOTYPE 03 / God simulation / artificial life

FERAL DIVINITY

I wanted a creature I could teach.

Feral Divinity gameplay concept with a divine hand above colorful island villages, giant creatures, waterfalls, and an imagined game interface.
Feral Divinity · Gameplay concept · View full-size image

The idea

Black & White was one of my favorite games, and I wanted to try a modern take on teaching a creature. You interact with the island through a divine hand, look after the villagers, and teach this giant creature what you want it to do. I thought that would be a cool thing to try in an AI game jam.

Observe / Intervene / Teach / Watch the consequences

What I want to try

The divine hand

I want to pick things up and interact with the island directly, with a few miracles to play with.

A creature that learns

The creature should learn from what you do and how you respond to it, then remember that.

The villagers

The villagers need to get on with farming and building without me telling every one of them what to do.

The big thing I want to test is whether I can teach the creature something and have it remember and use what it learned.

How much of this fits in a jam?

There’s a much bigger game in the design document, with campaigns and multiple islands. For the jam, the brief keeps one island, villagers, three miracles, and the learning creature.

Three pangolin creature concepts labeled Soft, Balanced, and Feral, with increasingly angular scales and longer claws.
Creature concept · Soft, Balanced, and Feral View full-size image.
Stylized rocks, grassy cliffs, stone arches, ruins, steps, and a waterfall arranged as an environment asset reference sheet.
Environment reference · Images to generate 3D models from View full-size image.