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Idle city is a game where you build a town with NPCs that work jobs and get you resources.
When Peeple are old or sick, they can go to the hospital to cure them.
When upgraded:
Can schedule peeple for a weekly visit to keep up their health.
Needs better art!
Look under Art/
As Peeple work the day job, they gain proficiency at their work. Allowing them to do their work faster than others.
Ensure this is saved, so when the game is reloaded, the proficiencies still exist.
Help design a cost sink in the game where you upgrade buildings using materials.
It could upgrade things like productivity, happiness, or start including special events.
Peeple can get sick. The more people you have in a densely populated area, the more chances. Or if the working conditions are bad.
Some jobs it's easy for people to get sick. versus others.
Peeple need to get medicine from a prescription shop to deal with illness.
Peeple can potentially die from illness or take longer to recover. if not given medicine
I tried adding .gitattributes file but it didn't seem to work.
https://github.com/mathew-tran/IdleCity/blob/main/.gitattributes
Documentation is sparse, should have things like:
Needs audio
(placements mean buildings, factories, shrubs, etc..)
Placements have a concept of health
Introduced with this change is a fire station.
Just be wary of this one:
#1
If you aren't good at art, perhaps work onthe coding portion, and we can separate it out.
You can assign peeple to take education at universities so they can work at certain factories
These factories may provide different kind of products. Like plastics / Research parts.
Universities require food and coal to operate..
Or you can make them partake in education to make them better workers.
You can assign minimum requirements for jobs. Basically the job forces the prospective worker to become employable and makes them gain all the related skills they need.
There can be different universities for different things:
Peeple have a life time of upto 1 year.
After that year is up, they die.
Ensure that their ages are saved and loaded. So they don't get a new lease on life when restarting the game!
For now, when they die, they can just disappear.
Actions such as:
Over a period of a couple days, the shrubs and plants, and grass need tending to.
Failing to do so will affect an Environment Score
which could affect nearby Peeples ability to work
If the Environment Score
is too low, people's happiness within that area will start to deteriorate
Initial interpretation is that we have a random gen tilemap, and we need to place factories on top to process the resource
Buildings may now have a daily upkeep.
For example, maybe when you have a single house, it's fine, but if you run an apartment. there is an upkeep of 10 coal a day.
If you fail to make upkeep. That building gets shut down until you can pay for it.
The building will have a repair status on it, in which you can interact with it to attempt to pay for it.
Make a building that can be interacted with whenever that spawn random quests with time ranges:
Completing this could provide benefits such as:
Create different presets of tilemaps for the player to start on when they start a new save
Ensure the map that was chosen gets saved / loaded.
This is to help make the cities feel different or have different difficulties
Food contributes to their productivity.
So restaraunts require coal and certain crops to operate on the daily.
You can now create farms. that work like jobs that create resources
Cow farm -> Beef
Wheat farm -> Wheat
Cheese farm -> Cheese
Then you can make a bread shop
Or a burger joint
Should also do days in here:
Monday, Tuesday, Wednesday, etc..
Help auto deploy current builds of this game so newcomers can play it without having to clone it and run it through godot
When clicking on a building in info mode.
It should tell you what the building is, and who is inside.
You should be able to click on each peeple, to see their stats. Like who they are and where they live
Add a title page:
This title page should be the first thing users see when opening the game
Peeple
In the info tab:
Create the game logo.
Intended use for:
Right now the bare minimum of what the logo should have is
Go through all UI in game and make them un-blurry in game
Be able to have special buffs / debuffs when certain buildings next to each other.
For example if a movie theater were to be next to a research lab, it might gain a debuff that made you require more materials to research.
Conversely, if a research lab were close to libraries, it might make you require less materials to do research
Wander path is not using a valid path to get to. It can even try to go into the water, or off the tilemap.
Be able to deactivate buildings. This is incase you want the building to still be there, but not in use, because either it is not useful at the moment, or you want it there for decoration. (for example seasonal buffs / debuffs)
Help design events on what could happen in idle city to make things interesting, or ideas to build systems that might be needed as the game goes further.
i.e. maybe more people mean more chances of crime. When someone gets robbed, they lose all their happiness and productivity is ruined at work. So the counter to that is a police station that hires policemen
Update to latest version of Godot, currently it's using Godot 3.5.2
Right now all Peeple
work on the same schedule.
For interest. I think it'd be cool to have different schedules based on the job.
i.e. a construction worker might work early. Whereas a cleaner might work nights
Intended outcome:
Make a small loop to play while the game runs.
Think Sims :)
We should create tiles when Peeple walk on them, they get a boost of movement speed.
We should also make it such that the navigation takes this into account and prefers to walk on roads when it can
You can upgrade buildings based on the type
for example:
Housing:
Factory:
Rec:
The upgrades would be percentile.
Peeple
after dying will now lay on the groundPeeple
will lose happiness when they are near dead bodiesPeeple
can be carried into incinerator, so living people don't get affectedA declarative, efficient, and flexible JavaScript library for building user interfaces.
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