Development plans - kxgames/seacow GitHub Wiki

Prototypes


Version 1

  • 2D map

    • Square/rectangular grid with square tiles.
    • Tiles are present (faint grey grid?), but topography or aesthetic features not necessary.
  • Resources

    • GUI
      • Simple dots/icons on the map
    • Attributes
      • Location
        • Location fixed to tile centers? Or unrestricted?
        • Random distribution function depends on resource.
          • Uniform for essential/common resources
          • Clustered for nonessential/rarer resources?
      • Type
  • Economy

    • GUI
      • List of text and/or buttons on the side of the screen?
      • One row displaying amount of money (and overall national income rate?)
      • One row for each type of resource/industry showing the resource/industry icon, national return rate, and invest/divest button.
    • Attributes:
      • Money! The only national resource.
      • Types of resources and current investments with links to cities that gather them
    • Actions
      • Invest buttons
        • Next to resources in GUI (so players don't have to hunt down individual cities)
        • Distribute the investments to relevant cities by city's share of the national market (for now)
      • Money payout function (game action)
        • depends on:
          • war/peace time
          • production of all other resources
          • market share of players
          • max demand
  • City

    • GUI
      • Simple dot/icon on the map with a health bar
    • Attributes:
      • Location
      • Health
      • Attack? (When defending from an army)
    • Actions:
      • Invest buttons
        • Increase production of a resource available at that city (used for national market share calculations)
  • Army

    • Note: Not a spatial entity in this version. Players only get one and they fight in abstract space.
    • GUI
      • A set of text and buttons on the side of the screen.
    • Attributes
      • Number of units
    • Actions
      • Buy Units buttons
        • Adds to number of units. Money cost ramps linearly?
      • Wage war
        • This is an abstracted form of how armies might fight one-on-one in later versions of the game.
        • Start "war" once you have enough units (e.g. >10)
        • "war" lasts for 30-60 seconds, winner is who has more units at the end
        • "units" destroyed based on relative army sizes
        • Winner may may get cities (nearest the border) from the loser

Version 2

  • Maps

    • If not done so yet, add topography and land types (e.g. ocean, river, swamp, sand, grass, cliffs) for unit movements
  • Roads

    • Connect cities for improved economy, territory growth, and unit travel times.
  • Resources

    • Add distributed resources
      • Uses Perlin Noise?
    • Coordinate resource locations with map features (save for later version?)
      • Maybe do the bare minimum to pass BS tests. e.g. no fish growing on land
  • City

    • Add city types? (save for later versions?)
  • Army

    • Add GUI
      • Simple dot/icon on the map
    • Attributes
      • Add Location
      • Add Speed
      • Add Health
      • Add Attack
      • Types and number of units in army (dict of {type: count}?)
        • The composition of the army plus any upgrades can affect the speed, health, and attack attributes. e.g. Lots of heavily-armored units increase health and attack, but slow down speed.
    • Actions
      • Armies now have location, war (battles?) can only be waged between nearby armies.
      • Buy Units buttons (or buy upgrades? See open issue regarding unit types)
        • Needs to choose type and number