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
- Location
- GUI
-
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
- depends on:
- Invest buttons
- GUI
-
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)
- Invest buttons
- GUI
-
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
- Buy Units buttons
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
- Add distributed resources
-
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
- Add GUI