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Idle city is a game where you build a town with NPCs that work jobs and get you resources.

GDScript 77.18% GAP 21.36% PowerShell 1.46%
game open-source city-builder community-driven game-development gdscript godot4 godotengine idle

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idlecity's Issues

Feature: Hospital Visits

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.

Publish on itch.io

  • Publish first version on itch.io
  • Ensure we have some versioning so we know which build it came from.

Peeple Proficiencies

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.

Design: Building upgrade paths

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.

Feature: Infections

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

Update readme documentation

Documentation is sparse, should have things like:

  • Setting up the project locally
  • Current controls and gameplay

Audio - SFX

Needs audio

  • SFX for Pause Game
  • SFX for Play Game
  • SFX for Play Game (FAST)
  • SFX for Play Game (SUPER FAST)
  • SFX for clicking a button
  • SFX for gaining a resource (should be subtle, cause potentially this can run tons of times even within a second)
  • SFX for peeple entering a building (should be subtle, cause potentially this can run tons of times even within a second)
  • SFX for peeple leaving a building (should be subtle, cause potentially this can run tons of times even within a second)
  • SFX for placing buildings
  • SFX for removing building

Feature: Fire Station and things going on fire!

Part 1, Fire Rating

(placements mean buildings, factories, shrubs, etc..)

  • Building placements have a fire rating.
  • A low fire rating means the house could catch fire easily.
  • A high fire rating means the house does not catch fire easily

Part 2, Sparking / Fire

  • Some placements have a chance of spawning a spark on nearby tiles while used
  • If the house has low fire rating and encounters a spark, it can trigger a fire.
  • While a placement is on fire, the nearby tiles will begin sparking, and can trigger more fires.

Part 3, Placement Health

  • When a placement is on fire, it begins to take damage.
  • The longer it's been on fire, the more damage it takes.

Placements have a concept of health

  • For buildings / factories, they need the health to be at least 70% for it to be usable.
  • When placement health is at 0, it gets reduced to ashes.
  • Buildings that are remotely damaged can be repaired with a designated repair material.
    --> Costs of repair should never exceed the initial placement cost

Part 4, Fire Station

Introduced with this change is a fire station.

  • You can have Peeple on call to deal with fires.
  • Peeple with this job do not have a normal work schedule, and will work 24/7/
  • Most of the time they will be relaxing or hanging out until a fire occurs.
  • Peeple who have this job will deal with fires quicker the more happier they are

Extra remarks

  • Peeple do not die by fire (at least right now)
  • Player will have to more logically build their town. Placing more flame inducing placements away from general housing, and trees, etc..

Randomize Peeple Heads and Bodies

  • Add more art to randomize peeple heads and bodies. Ensure they slot in well with each other
  • Add code to randomize their heads and bodies
  • Ensure that Peeple are saved /loaded to still have the same heads and bodies they started with

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.

Feature: Education

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:

  • Carpentry
  • Tech
  • Cooking

Peeple age & death

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.

Gardener

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

Feature: Daily building upkeep

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.

Civic Resolution Center

Make a building that can be interacted with whenever that spawn random quests with time ranges:

  • Could be that a certain Peeple, wants to live in a detached family home
  • Could be that Peeple need wood to build a house
    etc..

Completing this could provide benefits such as:

  • Reward (i.e. you get coal, and it gives you another resource that you may need)
  • Mood booster on Peeple

Start on a random tile map

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

Feature: Hunger

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

Feature: Time Control

We want to have a time control UI that you can make use of while in play mode. Think of it very similarly to the sims time feature.

image

This allows players to have more fine grain control on how fast they want the game to run.

Minor Feature: Seasons v1

Should also do days in here:
Monday, Tuesday, Wednesday, etc..

  • Every 30 days, a season will pass. There are 4 seasons: Spring, Summer, Fall, Winter
  • The clock UI should say what season it is
  • The seasons will change the times at which it will be dark and light out

Fix housing names.

image
it says the houses are sprites, but should use the name of the house / factory instead

OPS: Deployment

Help auto deploy current builds of this game so newcomers can play it without having to clone it and run it through godot

Building UI

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

Update Game Flow

Add a title page:

  • has button that leads you to the game
  • has a simple options page that allows you to delete data

This title page should be the first thing users see when opening the game

Feature: Long routes detection

  • Be able to detect if a route is taking too long for your Peeple

In the info tab:

  • Populate the list of Peeple with long routes with a "Goto button" next to them to try to triage and fix the issue.

Create the game logo

Create the game logo.
Intended use for:

  • github
  • discord server
  • game executable

Right now the bare minimum of what the logo should have is

  • the words "Idle City"

UI is blurry

Go through all UI in game and make them un-blurry in game

Housing Placement Bonuses / Debuffs

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

BUG: Fix Wander path

Wander path is not using a valid path to get to. It can even try to go into the water, or off the tilemap.

Feature: Activate / Deactivate Buildings

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)

Design: Events

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

Feature: Jobs dictate peeple schedules

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

Walking Path tiles

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

Feature: Idle Building Upgrades

You can upgrade buildings based on the type

for example:

Housing:

  • Happiness increase rate

Factory:

  • efficiency
  • happiness decay

Rec:

  • Happiness increase rate

The upgrades would be percentile.

Feature: Death and Despair

  • Peeple after dying will now lay on the ground
  • Living Peeple will lose happiness when they are near dead bodies
  • Dead Peeple can be carried into incinerator, so living people don't get affected

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