Post by Admin on Oct 15, 2013 0:17:00 GMT
Current design problems that need to be fixed
Happiness has been a design problem for weeks
Changing it to a timer has made it worse
A large clutter of problems
- a lot of our problems stem from going off into tangents
- need to see this from perspective
- working from scratch
- reiterate the design by thinking about what isn’t in the game
Breakdown of current variables for balancing
- there must be a clear depiction of what suffers from each benefit
Actions:
Clear Forest – Provides wood and building space but increases emissions
Coal – low cost and medium power but high emissions
Nuclear – medium cost and high power but medium emissions
Wind – high cost and low emissions but low power
Effects:
Population – counts up over time and raises the needs from the emissions and power
Emissions - lose condition
Power Generation - used for generating income
Money - used for generating power + lose condition
Finalised Skill Atom Balance
What is the primary skill the player needs to learn
- Management
Remove Timer/Happiness – it is not the outcome
- Happiness ties into Power and it is also not the outcome
- How are you meant to learn how to create happiness? This doesn’t make sense
Fail states are lack of money or high emissions
Money and Power tie into each other
- lack of power reduces your money
Summary
- Player loses when emissions are too high or money is too far negative
- When power supply is too low, player loses money while when money is too low, player can't build power
- Remove Timer/Happiness meters
Happiness has been a design problem for weeks
Changing it to a timer has made it worse
A large clutter of problems
- a lot of our problems stem from going off into tangents
- need to see this from perspective
- working from scratch
- reiterate the design by thinking about what isn’t in the game
Breakdown of current variables for balancing
- there must be a clear depiction of what suffers from each benefit
Actions:
Clear Forest – Provides wood and building space but increases emissions
Coal – low cost and medium power but high emissions
Nuclear – medium cost and high power but medium emissions
Wind – high cost and low emissions but low power
Effects:
Population – counts up over time and raises the needs from the emissions and power
Emissions - lose condition
Power Generation - used for generating income
Money - used for generating power + lose condition
Finalised Skill Atom Balance
What is the primary skill the player needs to learn
- Management
Remove Timer/Happiness – it is not the outcome
- Happiness ties into Power and it is also not the outcome
- How are you meant to learn how to create happiness? This doesn’t make sense
Fail states are lack of money or high emissions
Money and Power tie into each other
- lack of power reduces your money
Summary
- Player loses when emissions are too high or money is too far negative
- When power supply is too low, player loses money while when money is too low, player can't build power
- Remove Timer/Happiness meters