12/30/2023 0 Comments Tavern tycoon interior scoreProximity will depend on a difficulty level set by player.Īdded lose condition. Basic AI tavern/bar located nearby or nextdoor. Only while "in operation" is the normal flow of the game not frozen. In operation, renovation, paused, closed. Good condition can be used and improves the overall score for people's opinion of the tavern. Damaged can be used but lowers people's opinions of the bar (should have a total score). □ Items have state: good condition, damaged, and broken. These control level of distruction when patrons get violent, and fight back when patrons try to steal from the tavern. □ At certain level of prosperity, player can higher bouncers/guards. Not enough, and the staff will have low morale and perform poorly. A setting can be made to control how often the tavern keeper whacks a patron in rebuke. □ Algorithm to track instances of irritating behavior toward servers. When all mugs are in use, no new mugs of ale can be purchased, thus bussing the tables is an important part of the process. ![]() □ Tavern tracks total number of items like plates and mugs. The server must remove the item from table and track it until arriving at specific location. □ When drink or plate is empty, the patron loses the item, and the table/bar gains the item. □ Exchange money for goods at bar interaction. □ Add win condition for certain profits over consistent period of time. □ Add lose condition for time spent in debt. □ Add thought bubbles for the patrons, and the algorithm that generates them. □ Result of random encounters and challenges appear in bulletin posters or newspaper articles for a bit of flavor. □ Add random challenges generator, that if accepted player can get bonuses if achieved, or penalties if not. □ Add random encounter generator, that lets user choose among certain options for rewards or penalties. The house collects a fee, but also encourages patrons to be more violent (destroying tables and chairs.and other patrons). □ Algorithm for what and how often patrons purchase goods. □ Algorithm for how people move around the inside of the tavern. □ Algorithm to determine when people walking by decide to enter the tavern. □ Show other side of street with entrances to other businesses that some of the people walk in and out of. □ Show road/street/ outside where people are walking by at random. If employee, it will show their basic stats, fatigue, amount they get paid, and morale. If patron, it would show available cash, disposition, and possibly their drink preferences. □ Add UI display for the little people when selected. □ In research and renovation there should be "paths" like the difference between bar and pub, tavern and innkeeper, etc. Player can spend experience points on new products to purchase and sell, tables that allow for more seating, entertainment bonuses like trivia nights, etc. □ Create main menu with basic start, difficulty setting, load, other options (keyboard only, mouse only, mouse and keyboard, sound, etc.). □ Add UI Overlay are to display current finances, max occupancy, current occupancy, current health department score, popularity score, amount made that "day". □ Clicking on build option category should open menu of buildable options with their graphics, prices, and opacity to show can(not) be purchased. □ Add build options button, that opens build categories buttons (placement should be dynamic as categories may not always be available). □ Highlight grid tiles based-on mouse hover, arrow keys, and shape of object to be placed. □ Create top-down grid system that can be toggled (in)visible. ![]() □ Create the three main layers: Tavern layout, UI overlay, Settings/Options/Etc. ✅ Setup initial Angular project with all the necessary dependencies. Win condition is to consistently make x dollars per cycle for y cycles. Initial loss condition is either to be closed by the health department, or go into debt for a period of time. Phase 1 Development:īasic controls and map available to buy and sell goods, make improvements like more tables/seating, and a number of random events player must navigate for better or worse. Since the game will be built entirely with HTML/CSS/JS, there shouldn't be any reason normal web accessibility standards can't be applied. My goal is that a blind person can seamlessly play without additional difficulty as long as they are already familiar with basic web accessibility technologies. My desire is to use this game to make the experience as accessible as possible.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |