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Tyler's notes on resources from June 1st
Tyler Main edited this page Jun 7, 2017
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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
Data Engine Integration with UI
- Formatting
- Resource Design Pass 1
- Task Definition
- Region & Country Actions
- External References
- Event Templates