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Archive for the ‘Mechanics’ Category

June 7th, 2013 - 9:04 pm § in Mechanics

Timber Company: Harvest, Yard, Transport

The Timber Company has separate actions of Harvesting, Yarding, and Transport that are rolled into one total action. Each part costs a certain amount of TP and they can buy upgrades to make individual parts faster or increase their capacity. Players are notified of their current capacity and speed ([...]

June 7th, 2013 - 9:02 pm § in Mechanics

Zoning Laws

When a player requests that zoning laws are changed for a particular area, players can vote in favor of or against the change. They can also influence the decision using PC (NPCs would “vote”) until the time for that particular law to be modified runs out. The player who requested the ch[...]

June 7th, 2013 - 9:00 pm § in Mechanics

Contracts

A player who is requesting a service of another player goes through the following process: The requester posts their request on a public board The service providers offer the requester to complete their request for a particular cost and amount of turn points (which approximate time) based on their u[...]

June 7th, 2013 - 8:22 pm § in Mechanics

Turn Points

Turn Points are an abstract in-game representation of time passing. Some actions cost TP, some cost $ (dollars), some cost PC (Political Capital), and some cost a combination of the three.   Player Actions : Costs : Profits Logging : -TP, -$ : +$ Surveying : -TP : +$ Building/Developing : -TP, [...]

June 7th, 2013 - 8:09 pm § in Mechanics

Time Frame

After  a great brainstorming session, we have decided on a time model for the game, in two modes: Standard and Classroom. Standard 112 years in game time 2 weeks real time (14 turns), constant cycle 20 hours is one day, then 4-hour chunk is when simulation happens and game progresses 8 years Game p[...]