Game Elements - RobertFont/AlphaProject GitHub Wiki

User Interface

Title Screen

  • Reference

Reference

  • Idea

Idea

  • MockUps

Mockup

Options Screen

Mockup

Gameplay Screen

  • Reference

Reference

  • MockUps

Mockup

  • Alpha Mockups

NewMockup1 NewMockup2

Resources Bar

This bar display the current resources all time, while you are playing.

These are the main resources:

  • Gold: Total current gold.
  • Food: Total current food
  • Wood: Total current wood.
  • Population: current workes and max workers.
  • Happiness: Current happiness of your population.

Ideas

Props

High priority

  • Roof
  • Base (mesh principal)
  • Wood pieces
  • Doors
  • Chimney
  • Boxes
  • Windows
  • Rocks
  • Flags
  • Building ornaments

Medium priority

  • Wagon
  • Railway
  • Barrels
  • Stairs
  • Balcony
  • Wall
  • Mailbox

Low priority

  • Wheels
  • Table
  • Sign (Building icon)
  • Forge
  • Chest
  • References to other games

Terrain

  • Trees
  • Mountains
  • Rocks
  • Mushrooms
  • Goldmines
  • Bridges

Core Buildings

  • Town Hall: Core of the settlement. Allows building. If destroyed, happiness reduced drastically.
  • House: Increases maximum population and gives 4 peasants.
  • Lumber Mill: Produces wood. Must be placed near a forest to produce.
  • Gold Mine: Produces gold. Must be placed on a mine.
  • Warehouse: Stores resources.
  • Farm: Produces food.
  • Castle: Upgrade from the Town hall. Wins the game.
  • Kings Halls: Required to upgrade the town hall into a castle.

Advanced Buildings

  • Barracks: Helps resolve: Thieves, Gypsys, Barbarians, Vampires(1/2), Werewolves(1/2).
  • Volunteer Center: Helps to Resolve: Lost kid, Cat stuck in tree, Wanderers.
  • Hunting Camp: Produces food. Helps to Resolve: Beavers, Magpies, Wolves.
  • Fireman Station: Helps to resolve: Fires.
  • Church: Increase happiness. Helps to resolve: Witches burned, werewolves, Vampires(1/2), Werewolves(1/2).
  • Herborist: Helps to resolve: Sickness, Parasites.
  • Stables: Helps resolve: Thieves, Gypsys, Barbarians, Vampires(1/2), Werewolves(1/2).
  • Archery Range: Helps resolve: Thieves, Gypsys, Barbarians, Vampires(1/2), Werewolves(1/2).
  • Watch Tower: Reduce impact of: Barbarians.
  • Witch Doctor House: Helps to resolve: Illness plague.

High Advanced Buildings

  • Circus: Increases happiness. Increasis probability of Thieves.
  • Cathedral: Increases happiness.
  • Brothel: Increases happiness. Produces gold. Creates probability of parasites.
  • Cementery: Increases happiness. Increases probability of Ghosts.
  • Market: Increases gold production. Creates probability of scammers.
  • Workshop: Reduces building costs.
  • Alchemy Shop: Helps to resolve: Sickness, Parasites.
  • Blacksmith: Increases effect of barracks, stables and archery range.

Events and Effects

  • Thieves: Happiness reduced. Gold production reduced.
  • Barbarians: Population death over time. Production reduced. Increased probability of Fires.
  • Werewolves: Happiness reduced.
  • Vampires: Happiness reduced.
  • Ghosts: Happiness reduced.
  • Witches burned: Happiness increases. A peasant dies.
  • Illness plague: Population death over time. Happiness reduced.
  • Fires: Building lost if not extiguished.
  • Sickness: Happiness reduced. Production reduced.
  • Lost kid: Happiness reduced.
  • Cat stuck in a tree: Happiness reduced.
  • Doomsayer: Happiness reduced.
  • Wanderers: Happiness reduced. Increased probability of sickness.
  • Gypsys: Happiness increased. Total gold reduced over time.
  • Bad food: Happiness reduced. Increases sickness probability.
  • Famous Bard: Happiness increased.
  • Beavers plague: Wood production reduced.
  • Magpies plague: Gold production reduced.
  • Wolves plague: Food production reduced.
  • Parasites: Happiness and Production reduced.
  • Drought: Food production reduced.
  • Rain: Food production increased. Eliminates active Fires.
  • Scammers: You lose X resources.
  • Bugs Plague: Affected farms producton is stopped.