Glossary - brandoncimino/fortune-fountain-g GitHub Wiki

Term Definition Details

Fortune Fountain Classic

The original Fortune Fountain game.

Fortune Fountain G

The sequel to Fortune Fountain Classic.

Previously referred to as "Fortune Fountain HD".

Karma

The currency exchanged for by wishing wells.

The FFC font character for Karma was a celtic knot (simpler than this one): 140px EndlessKnot03d

A type of item that can be purchased, grabbed, thrown, etc.

  • Equivalent to a Grandma in Cookie Clicker, etc.

  • Can be any viable store of value, such as currencies like Coins or commodities like Metals.

  • (New to FFG) Valuables are a type of real-world object, as opposed to specific real-world objects as they were in Fortune Fountain Classic - e.g. "Coin" in FFG instead of "Penny" in FFC.

Immutable Value

The value of a valuable with no modifiers applied, which will never change during the course of play.

Base Value

The value of a valuable once additive value upgrades have been applied to the immutable value, but before multiplicative value upgrades.

Multiplied Value

The value of a valuable once multiplicative value upgrades have been applied to the base value.

Actual Value

The value of a valuable that the player will actual receieve - i.e. once all modifiers have been applied.

Should generally be equal to the multiplied value.

An instance of a valuable that is in the player’s hand and can be thrown into the well.

If a player is visually holding 5 Pennies and 1 Dollar, "Penny" and "Dollar" are magnitudes of the Coin valuable, while they player is holding 6 actual Coin throwables

Hand

The throwables that the player has grabbed.

Grab

When a throwable is added to the player’s hand.

Throw

When all throwables are removed from the player’s hand and Karma is added to the player’s wallet.

Valuable Tier

The rank of the valuable relative to other valuables in terms of base price, value, unlock order, etc.

  • This should correspond exactly to the ordinal value of the valuable in the ValuableType.cs enum.

Throwable Magnitude

Measures the number of actual throwables that a given throwable GameObject represents.

Also determines what model, name, etc. is used for the throwable GameObject.

  • Magnitudes begin at 0, which equals 1 Actual Throwable.

  • For the valuable "Coin", Magnitude 1 is "Penny", 2 is "Nickel", etc.

Magnitude Size

The number of throwable GameObjects used per Magnitude.

Fortune Fountain Classic used a Magnitude Size of 5

Actual Throwables

An actual number of throwables, regardless of how they are represented by throwable GameObjects.

  • ActualThrowables = MagnitudeSize^Magnitude

Throwable GameObject

An actual GameObject used to visually represent some number of throwables in the player’s hand.

Basic Shop

Where players purchase basic upgrades for their Valuables.

Basic Upgrade

Upgrades for rate and value which can be purchased repeatedly, scale in price, and are available for all valuable types.

Basic Rate Upgrades:

  • Worth 1 valuable/second each.

  • In Fortune Fountain Classic, players were limited to 10 basic rate upgrades per valuable - though this restriction may be removed in Fortune Fountain G (undetermined as of 6/19/2020).

  • Generally cost considerably more than value upgrades.

Basic Value Upgrades:

  • Increases the base value of the valuable by the immutable value.

  • Generally cost considerably less than rate upgrades.

Special Shop

Where players buy special upgrades.

Special Upgrade

Arbitrary upgrades that the player purchases from the Special Shop.

  • Can grant bonuses to valuables, such as bonus generation or karma value multipliers, or arbitrary bonuses such as unlocking new features.

  • Also includes upgrades for universal bonuses, such as AFK generation.

  • Have 2 pre-requisites before they can be purchased:

    1. A pre-requisite before they will appear in the Special Shop, which is hidden from the player.

    2. (New to FFG) Have an additional pre-requisite before they can be purchased in the Special Shop, which is visible to the player (once pre-req 1 has been satisfied)

Valuable Rate

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