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ideas.txt
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- cells with bonus multipliers
- machine / belt priority or algorithm configuration (by user)
- bridges and tunnels
- immovable pillars
- GA
- generate random factories
- start with factory, let it end day, yell at not completing the objectives
- finishing a level in a certain time gives you a new path? new challenge? or when doing it with a certain secret pattern? hidden tracks/recipes to match? a-la lonely mountains.
- machine modifiers? epic, legendary
- does it produce different kinds, like how crafting in rimworld works. not sure what the build quality would give you. maybe a qualification requirement? "deliver at least x of quality at least y" and better machines + upgrades or whatever give you higher odds?
- can start with smaller levels by only showing a small segment of it (would require differently handling the edges though) or by explicitly closing it off and only allowing demanders/suppliers on one or two edges initially.
- could make the machines compose like "minecraft", requiring recipes to craft anything. potentially with pre-requirements or whatever. the base requirements could be given per level so you'd be restricted in what you can build. but after discovering new resources you may revisit an earlier level and implement a new recipe...
- how do I model this?
- start with one component and construct something recognizable from it, probably wooden logs into table
- /-----\
- | | | |
- |-|-|-|
- |W|W|W| -> Table
- |-|-|-|
- |W| |W|
- \-----/
- certain machines can only create certain items. the would should allow you to craft at least one more thing so the player gets a sense of discovery
- /-----\
- |W| | |
- |-|-|-|
- |W|W|W| -> Chair
- |-|-|-|
- |W| |W|
- \-----/
- or more
- /-----\
- | | | |
- |-|-|-|
- |W| |W| -> Bucket / Trash can
- |-|-|-|
- |W|W|W|
- \-----/
- or more
- /-----\
- | | | |
- |-|-|-|
- | | | | -> Shelf?
- |-|-|-|
- |W|W|W|
- \-----/
- machine type limits what kind of item can be constructed?
- anything that's a miss will generate trash
- players will have to run the machine to discover the result
- levels can have secret deliverable goals "oooh, turns out there's this store that actually needed y, good thing you created a bunch of them!"
- start with a 3x3 machine and you can unlock, I guess, any rectangle between 1x1 up to 5x5 (1x1, 1x2, 2x1, 2x2, 1x3, 2x3, 3x3, 3x2, 3x1, 4x1, 4x2, 4x3, 4x4, 3x4, 2x4, 1x4, 5x1, 5x2, 5x3, 5x4, 5x5, 4x5, 3x5, 2x5, 1x5) => 25 machines to unlock
- each variation is able to build different recipes
- machine size unlocks are permanent and apply retroactively
- different paths to unlocking different machines, some are dependant on others but there should be some pathing freedom
- you'll need them all to build the final thing (a super store?)
- in the first level? with a base ingredient? or maybe you can unlock secret ingredients in previous levels somehow?
- clicking on machine opens bubbles for ingredients
- maybe the more ingredients you get the more groups of bubbles you end up getting? if you exceed a certain number then sub categories start appearing etc?
- how do we create new machines?
- the dragndrop from floor is reserved for belting.
- create machine size in sidebar editor before draggin?
- maybe big/small controls for x and y and then drag the machine etc?
- each unique dimension their own unique image, of course
- basic resources
- chemicals (?)
- water
- water + chemicals -> water paint
- wood
- wood + water -> paper
- oil
- oil + chemicals -> oil paint
- feathers
- leather
- metal (any?)
- coal
- sand
- sand+coal -> glass
- paint (?)
- new base resources can be unlocked by generating the furniture required for sad resource extractor facilities -> unlock tree
- demands take anything.
- there's an idea of a factory that is then part of another factory, like recursion. and the efficiency of that factory is reflected in the outer machine etc. choices matter.
- this could be your unlock tree implicitly?
- set of unique raw resources?
- wood (-> paper)
- water (-> ice? other liquids)
- stone (-> various flooring, walling, furniture)
- oil (-> plastic, paint (?))
- gas (not sure if relevant yet, could be any kind of gas, to be refined into something concrete)
- ore (-> refines into specific ingots of metal)
- sand (-> into glass, silicon, mirrors, even mud and clay if we wanted?)
tbd
- animals (-> refines into wool / leather / bone / feather / fabric / thread / glue / maybe rope)
- plants (-> refines into rope? cotton? what else? do we care about food at all?)
Left side: buildings to build
Right side: achievements to complete, list of unlocked recipes to click or review (will require some kind of paged collection UI)
Top: Day bar, each achievement gets their own completion bar
Each achievement unlocks a new recipe, allowing to create new stuff
TODO: figure out the "machines recursion" idea
sugar + water => candy
water => snow
reindeer + rope => reindeer with reigns
reindeer with reigns + paint => rudolf?
wood + paint => sled
sled + fabric + paint => big sled
big sled + reindeer => santas sled
rope + wood + glue + paint => yoyo
wood + glass + glue + paint + coal => train
wood + paint (?) => coal
stone/bricks => chimney
chimney + wood => coal
rope + wood + paint => jump rope
wood + paint + plastic => doll
wood + fabric => boat
paper + glue => book
glass + paint => marbles
fabric + thread => hat
fabric + thread => shirt
fabric + thread => pants
fabric + thread => socks
socks + paint => stockings
hat + shirt + pants + pant => santa cloths
metal => santa bell
paper + ribbon + <presents> => gift
person + santa cloths + santas sled + gift + coal + candy => santa (flying across the screen?)
santa + chimney + stockings => filled stockings?
Belt me!
Factini
Factino (facti.no is available but facti.ni is not and .com is neither)
Minifactori
- what can we build as genre/theme?
- roguelike items
- weapons
- furniture, ikea e-kai (too risky?). belt me.
- existing franchise (nope)
- your own machines? own tech tree, sort of in free form?
- create new steps of machines depending on the end goal
- end goal: couch; needs cushions, frame, cover, feet, manual, construction material
- cushions; needs filling, cover materials, zipper, needles and thread, paint
- zipper; needs plastic, cutter
- paint; needs tin can, oil, whatever materials paint consists of, a stick to stir with (or machine)
- cover; needs leather, knife/cutter
- frame; needs wood, nails, screws
- cover; needs leather, knife/cutter
- feet; needs metal, rubber, screws
- manual; needs paper, printer, ink
- construction material; needs hammer, screwdriver, nails, screws, bolts, wooden pegs, whatever
- ^ some of that stuff can be reused when creating other furniture
- can use funny names like ikea does
- can use instructions like ikea
- ^ how granular would you want to go?
- what would be the end goal of the game tho? build your living room?
- after every day you get a few options of things to build to fill store demands.
- filling one store demand means not filling another. balancing act of who to pick? what is the risk reward?
- you can do something like "a store in <Random name> is in need of <x> supplies and will reward you with <unlock>" and some unlocks are not immediately available but you can always go back?
- will require a revamp of the offer mechanism because we'll need an actual catalogue of things
- vehicles
- robots
- dolls / toys
- food
- art?
- random garble
-
- after each completion offer a game changing reward (?). allow for a "pure" mode.
- some ideas for upgrades;
- wildcard supply (supplies parts that are all the things)
- wildcard demand (accepts anything without trashing)
- machine booster (build next to machine to boost speed)
- belt booster (build next to belt and all connected belts are faster?)
- lower requirements, like dont start counting day until first part is in
- teleporter (one building-pair that teleports the part)
- merger (building that reduces switcher-delay on an intersection)
- drone (picks up parts and moves them to machines)
- trash buffer (part trashing counts less against your score)
- positional bonus (certain builds next to each other work faster?)
- machine size modifier (future offers are one x or y smaller than they otherwise would be)
- suppliers have no output delay (like they were before implementing the 50% concept)