Game Flow - RobertFont/AlphaProject GitHub Wiki

Early Game

  • The player starts in a predefined map. This map has resources that must be gathered to advance through the game. First of all, the player must decide where to build the Townhall. This building is the most important in the game, without it, the player can't build anything else. Once the Townhall is built, it's time to start acquiring population. Building houses increases the population, which is needed to place workers into production buildings. As more workers has a building, more production. During the early game, there are no events implied, so the player can settle down comfortably and establish it's production.

Middle Game

  • This is where the events start to appear. Every event has a duration, and the ones that produces bad effects, have a counter building. As every building needs workers, the population must be increased all the time. As more population more food is needed, so the player must be sure that the resources are always over the limit. As the game advances, more buildings will be unlocked, and more events will appear. Some events are not categorized by difficulty, but by the buildings unlocked. In this part, Unique Buildings will start unlocking. Unique Buildings has a special effect and only one of the type can be built on your town.

Late Game

  • In this part of the game, all the events can appear. Here the player must decide:

    • Building the King's Hall, will unlock the castle upgrade in the Townhall. If the castle is built, the main objective is completed.
    • Not building the King's Hall will make the game continue indefinitely. Building the King's Hall is NOT an obligation, but a decision that can be taken anytime, to complete the main objective.
  • Once the main objective is completed, a message will show up, asking if the player wants to keep playing this map, or wants to go to main menu.

Desicions

Choices

The player must choose what to build, a farm, more houses, etc.

Resource exchange

The player has to use resources to build, so it will spend gold and wood to build a farm that produces food.

Dilemas

Some events, and some buildings have a really impactfull desicion, so the player must decide what is more important, for example: leave the gypsys live near your town and raise the happines but lose your gold, or kick them out.

Risk vs Reward

The player can build defensive buildings to stop some events, or more production buildings to gather more resources faster, but since the events are randomized it's hard to know what defensive building will be usefull

Time

During events you have a time limit to react and to choose what to do, what building you save first from the fire.

Type of Players

SettleMen is focused to two types of players; Achievers and Explorers.

For players that want to explore and know how the game works and for other ones that want to dominate it, to build the most prosper town.

Types of Fun

  • Discovery
  • Creation
  • Beauty
  • Power
  • Gathering

Feedback

  • Positive feedback examples:
    • Building a Unique Building adds a permanent bonus.
    • Reject/resist an event will delete a negative effect.
  • Negative feedback examples:
    • Events produce a bad effect over time.
    • Not rejecting/resist an event produces a bad effect.