Excel @ Deityship 101
Excel @ Deityship 101
Excel at Deityship: 101 is an addictive and simple, turn-based, god-like game, where you play as a dying deity in desperate need of new worshippers. You must gain and retain the greatest number of followers and worshippers from the local atheist populace with as little effort as possible.
The populace is randomly divided into groups, defined by an emotion that, when appealed towards, causes them to worship you.
You gain followers by performing divine acts, a combination of covert miracles, overt miracles, and commandments. You must also retain your worshippers by providing for their needs and catering to their expectancies using the same set of divine acts.
Performing a divine act costs a certain number of OmniPoints. Each worshipper gains you 5 OmniPoints. You start with 1 worshipper and 5 OmniPoints.
The expectancies of the worshippers refers to the base emotion that makes/made them convert and stay with your religion. These emotions are:
Fear, Anger, Envy, Love, Curiosity, and Guilt.
The main aim is to cater to these base emotions to gain followers and then keep them by performing acts or issuing commandments that relate to the base emotion that made them convert in the first place. You must balance your spending of OmniPoints each turn in order to both gain new worshippers as well as retain their old ones.
Each new game contains 100 potential worshippers, randomly assigned a base emotion. The game ends when you successfully convert all 100 people and your final score is how many turns it took to get them all.
- Created and maintained Game Design Document, Target Market Analysis and Testing Plan
- Economy Design
- Mechanics Design
- Excel Macro Creation
- UI Design
A large part of why I wanted to create Excel at Deityship: 101 was to challenge myself in two ways.
Firstly, I wanted to create a game using a program that wasn't made to be used as a game development engine. Secondly, I wanted to make a game based around a core economy, in this case, the gaining and retaining of worshippers. I wanted any action taken by the player to always feed back into and directly change the balance of the economy. This made Microsoft Excel the perfect platform in which to create my game whilst providing me with the additional challenge of learning how to create and use macros.
So turns out that Excel may look simple, but under the hood there is some serious complexity. Figuring out all the required equations and functions that I needed actually became a lot of fun. Having everything add up correctly at the end of the day is greatly satisfying so, what I originally thought would be a massive challenge, soon turned into an enjoyable discovery. Then I discovered macros. Not as enjoyable but certainly easier to create than typing out everything in the functions bar, which is what I had been doing up until that point.
In the end the greatest challenge I faced while creating Excel at Deityship: 101 was the balancing of every value I could find to make the gameplay as fair and as enjoyable as possible. This required repeated testing and implementing minute changes over and over again which, while somewhat frustrating during the process, was a rewarding experience in the end; seeing my game, and its economy, balanced.
Well I had a game made in Excel, that revolved around a balanced economy, and had learnt how to create and use macros. All in all a successful project.