Sim City Ottawa Future Development Tasks - UO-DFM/SimCityOttawa-Documentation GitHub Wiki
Feature List
The following tasks have been identified as possible features to add in the next development cycle for this application:
- Penalties
- Academic Opportunities Work Type
- Score Design Update
- On-Call Event Type
- Time Sensitive Tasks
- ER Shift Selection Redesign
- End Game
Feature Descriptions
Initial design and requirements gathered for some of these features are described below.
Penalties
- Penalties apply when a player is booked for 2 mandatory tasks ( eg ER and hospital shift) at the same time and is not successful at resolving the conflict.
- After 3 penalties, the game sends a message to the player that said "your colleagues have noticed that you have missed a few shifts and they are concerns about your wellbeing. Please take some time to consider if you are over committing yourself. The chief of the department is also giving you a warning that if this happens again, they will have to revoke your privileges. " or something along those lines.
- After 2 more penalties (total of 5) , you lose all the "points" associated with the no-show ER and/or hospital shifts. EG: There were 5 unresolved ER and Hosp shift. All worth 3 points in income and 3 points in community. so, you lose 15 points in income and in community and you are not allowed to work in those environments for the next "schedule selection"
- The 5 penalty threshold applies to the duration of the game (so you could no-show on up to 4 ER/hospital shifts over the course of the game and not receive any point deductions). Once you hit 5, you would be deducted the point values associated with those 5 missed shifts.
Academic Opportunities Work Type
- This final "work type" will act less like the other work types but instead add a filter on the commitments system
- When the player decides to take on academic opportunities, academic commitments will be included in the list of potential commitments they can receive
Score Design Update
- Purpose of score needs to be clarified and fixed
- Currently scores are affected by events, commitments, and other game systems
- Scores currently can not go lower than 0 but can extend to infinity
- Core attribute values are represented as a percentage of total points earned currently
- Multipliers need to be revisited as they are currently not used when applying score modifications
- Passive score deductions should be explored as a solution to balance as currently most systems impacting points only raise the values and slow deterioration of certain attributes without attention would reflect real life more accurately
On-Call Event Type
- Events can be of type On-Call to support on call work shifts and virtual events
- On-Call Event types can exist overlapping other event types in the schedule
- The Calendar should support and display multiple events for that time
- On-Call Event types have a probability associated with the event triggering. If the event triggers as it occurs, the player does not receive the bonuses from that event and potentially receives a penalty (see penalties feature)
- If you are on call and get called into the hospital while you are attending an event (say kid’s soccer game), you don’t receive a penalty, but you would no longer receive the points associated with that event.
Time Sensitive Tasks
- Example of a Time Sensitive Task: There is an ER shift posted for this evening
- Players only have a certain amount of time to act on this before the task expires as an incentive for players to look at their tasks on a regular basis
- Time sensitive tasks may also be worth more points than normal
- It was decided to start with only ER shifts as a time-sensitive task prompt
- The existing Commitments system should be reused for the purposes of time sensitive tasks (potentially with higher probability and restricted conflict searching window)
ER Shift Selection Redesign
- The client would like the ER Shift selection rules to be modified
- Players should be provided a full week and indicate which windows they would like to be scheduled for (Day, Evening, Night for each day Ignore Back-Up)
- Players MUST select at least one evening, night, and weekend shift before they successfully sign up for this work type
- There should also be an option to indicate the number of shifts the player would like to be scheduled for (this value will not be strictly adhered to and there is a chance they will be given a different number of shifts to this)
- Once the available windows have been set by the player, the system will randomly generate approximately their target number of shifts within those windows. These dates will not be shown to the player unless they conflict with the schedule later in the process and instead must look at their calendar in game to see when they were scheduled
- If the player signed up for more shifts than were possible based on their availability, they will be provided as many shifts as is possible or fewer
End Game
- Currently, the game extends to infinity and there is no formal "end game"
- Currently players must navigate to the settings page to view and reflect on the differences between the core values they set at the start of the game and the points they earned
- There should be a system in place for the game to end whether initiated by the player or at a preset time determined by the game
- At the end of the game, a reflection page should be provided where the player can compare the values for the core attributes set at the start and those achieved
- Summary statistics of their game should be provided for further reflection
- These statistics will need to be saved in the game data or need to be calculated using other data in the game save so data structures may need to be changed to accommodate this feature
- The following data has been brainstormed as potential information to show to the player at the end of the game:
- Show how many possible points could have been earned in each category during the game
- Show how many actual points were earned in each category during the game
- How many decisions they were offered and how many they made
- What some of the most impactful decisions they made were
- How many events they had in their schedule of each category at the end of the game