Still alive and kicking
Started over again with a new game design, will update you all on what exactly that is after organizing things a bit further

New navigation system and player stats balancing
Here I talk about creating a grid system to unlock areas for the player in another navigation method and balancing player stats to be more realistic.

Knowing when to throw away ideas (for now): Navigation
Here I talk about my attempt at creating a navigation mechanic, and my reasoning behind why I decided to stop working on this.

Cooking Mechanic
Here I talk about the work needed to create the cooking mechanic, which adds on additional components: hunger & temperature bar, collecting the relevant items for fire and cooking, and having consumed food impact the relevant player stats.

Drinking Mechanic + Inventory
The first basic core mechanic in the game - hydration and inventory to support it.

Beginning dev work
The beginnings of dev work is always quite intimidating, but you gotta start somewhere, and then build on top of what you have.

Which survival stats to track?
I write about my reasoning behind choosing which survival stats (player stats / status) to track and monitor - it’s in largely due to the survival concept of “the rule of 3s”.

Why I want to make this game
The idea for Wild Ground began as a middle-school thought experiment. And now, years later, after college and after a few jobs, I began exploring this idea seriously again.
I want to make a game where you can challenge yourself on whether you (and friends?) can survive in your local wilderness area.