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Tyler's notes on resources from June 1st

Tyler Main edited this page Jun 7, 2017 · 1 revision

resources

  • primary
    • food
    • fuel
    • materials
  • derived
    • happiness
    • prosperity
    • wealth/comfort
  • implicit
    • education
  • variables
    • temperature
    • weather
    • plagueiness

fuel - transport, heating - risk reward of how much you use for heating in winter to burn out supplies leading into summer, prime time for travel

seasons - winter - hunker down - spring - plant, explore - summer - maintain, plague - fall - travel/transport, harvest

rogue-lite essentials (need to emphasize when designing game)

no water

  • keep number of resources to bare minimum
  • complex and interesting interactions

education

  • training
  • makes more skilled survivors

happiness

  • chasing the dragon, raise bar over time

population distribution

  • different aspects to old (education buffs) and youth

roles in buildings

  • workers
  • security
  • maintenance / catch-all with security, first responders, etc.

assignment complexities

  • crops
    • time of year
    • grow at own rate regardless of people assigned