|
Post by Admin on Oct 21, 2013 1:36:03 GMT
The following example showcases the Priority Level A aspect of the prototype. The player must keep these three balanced over time.
Here is an example of how the balance will work. Keep in mind
Three variables: Power = P Emissions = E Money = M When one is too low for too long, the player will lose
Each facility has 5 points distributed amongst the three stats The stats add onto the variable counter.
This is what the stat distribution will look like with 6 different facilities: A = P2 E2 M1 B = P2 E1 M2 C = P1 E2 M2 D = P3 E1 M1 E = P1 E3 M1 F = P1 E1 M3
Over time, the required number for each variable will increase. If one variable gets too low, the player loses. Each time the player builds, they are essentially choosing which stats they want to maintain. This balance prevents one option or one variable from being the perfect option.
|
|
|
Post by Admin on Oct 22, 2013 0:53:22 GMT
General Priority Breakdown (Details of the later priorities are incomplete)
A Level: Win/Lose + Core Mechanic This Priority Level must be completed before the next priority can be implemented 1. Define Win/Lose Variables - Major Integers - Power – If number is too low, the player loses - Emissions – If this gets too high, the player loses - Money – Increases over time, spend this to build facilities - Population – Increases over Time 2. Primary Core Mechanic Function - What is the main way to interact with the win/lose variables - Building Power Facilities – select building + tap to build - Reduces Money but increases Power and Emissions 3. Balancing the Core Mechanic with the win/lose variables - Including choice within the Mechanic - What is the best/worst options? What is wrong with each option? - Triangular Balance - All Facilities generate Power - Example: 5 points distributed amongst three stats 4. Conveying what these Variables and Mechanics are - Art - UI for Variables - Models for Core Mechanic Objects - City Model - Terrain for Context to the Objects
B Level: Forest Clearing The results from testing A Level must be provided before B Level can be tested. 1. Applying Mechanic Function - Forest Object - Tiles with Forest on them cannot be built on - Removability – Tap to remove 2. How does it directly affect the Win/Lose Conditions? - Bad for Money and Emissions and doesn’t affect Power 3. How does it affect the Core Mechanic? - Creates Tile Space as a Minor Variable that limits the players ability to build 4. Rebalancing - Balance the Forest Limitations with the Power, Emissions and Money 5. Conveying new content - Art - Tree Art - Tree models will change based off the emissions rating
C Level: Resources The results from testing B Level must be provided before C Level can be tested. 1. New Variables + Applying Mechanic Function - Minor Integers - Wood, Coal, Uranium, Gas - Collectable Resources – Tap to collect 2. How does it directly affect the Win/Lose Conditions? - Nothing directly 3. How does it affect the Core Mechanic? - Coal, Uranium and Gas is required to keep the Power Facilities generating Power 4. How does it affect the B Level Mechanic? - Wood is collected from Forest Clearing 5. Rebalancing - Rebalancing Power, Emissions and Money based off the income rate of the new variables 6. Conveying new content - Art - UI bars for Wood, Coal, Uranium and Gas - Collectable Resource Models
D Level: Population Growth The results from testing C Level must be provided before D Level can be tested. 1. New Variables + Applying Mechanic Function 2. How does it directly affect the Win/Lose Conditions? 3. How does it affect the Core Mechanic? 4. How does it affect the B Level Mechanic 5. How does it affect the C Level Mechanic 6. Rebalancing 7. Conveying new content
E Level: Random Events The results from testing D Level must be provided before E Level can be tested. 1. New Variables + Applying Mechanic Function 2. How does it directly affect the Win/Lose Conditions? 3. How does it affect the Core Mechanic? 4. How does it affect the B Level Mechanic 5. How does it affect the C Level Mechanic 6. Rebalancing 7. Conveying new content
|
|