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evociv's Issues

Implement death

We could have an abstract/virtual generator handling deaths. Is that the best way to do it?

  • Victim
  • Cause
    • Age
    • Shortage | Deficiency | Deprivation
      • Starvation | Hunger | Famine | Food shortage | Malnutrition
      • Dehydration | Thirst | Drought | Water shortage
    • Health complication
      • Disease | Illness
      • Injury // Previous injuries as opposed to, say, getting your head cut off
      • Other
    • Immediate
      • Accident | Hazard // Including manslaughter and similar
        • Substance overdose
        • Fire // Either burning directly or effects such as smoke or falling debris
        • Drowning
        • Traffic & Transportation | Vehicular
      • Homicide // A person causing the death of another person
        • "Barfight" // Fights that were not intended to be lethal
        • Intentionality
          • Willful | Intentional // The death was intended and the goal of the action
            • 1st Degree | Cold | Premeditated | Planned
            • 2nd Degree | Hot | Spontaneous
          • Aware | Knowing // The perpetrator knew the victim would die, but it was not the goal of the action, more of a side effect/consequence
          • Manslaughter
          • Negligent
        • Execution // Including "self-execution", i.e. suicide. All killings which are planned and are not Murders within the context of this society
        • War | Battle
        • Murder // Intentional and illegal/objectionable homicide of a member of the same society
        • Justifiable // For instance, (self)defense, maybe vengeance in some societies
    • Cold
    • Heat

Age

Parent: #27.

Perhaps store age in years for each early in game?
Perhaps store number of people in each age group later in game, essentially making each age group a separate resource?
Perhaps store percentage/ratio/fraction of population in each age group later?

  • Age Groups:
    • Baby | Infant // Learning to exist, to use their senses
    • Child // Learning to do, to use their body/arms and legs
    • Youth // Learning to think|feel, to use their brain|heart
    • Adult // Learning to cope
    • Elder(+ly) // Learning to forget, to (simply) exist again, to relax // The body is starting to break down, becoming old and decrepit

Have the definitions/ranges/distributions of the Age Groups change as society progresses and lifespan increases?

Revamp representation setting

  • Create a simpler setting. It should still have the same representation options(text, icon, etc.), but without the options for where it should be applied(buttons, resources, etc.), and instead just applies it across the board.
  • Hide current setting behind a button labeled "advanced" or something. Could perhaps be a toggle going back and forth between the simple and advanced modes?
  • It would be a good idea to display a preview of the currently selected options. For devices with pointing devices, we additionally want to display any option currently being hovered by the device. This preview (both previous sentences) could be displayed in multiple ways:
    • with some small examples near the setting itself
    • by (temporarily) applying it directly to the whole page
    • a combination of the aforementioned methods

Tech affects display of in-game info (mainly numbers)

This ordering is probably relatively good in regards to both historical accuracy and order of unlocking, but some things may be shifted around a bit.

  • Initially:
    Don't display any amounts, or only 1, 2, and 2+?
  • Counting unlocked:
    Display a number of tally marks corresponding to the amount.
  • Numerals unlocked:
    Display a number (1-9, 9+).
  • Positional system(?) unlocked:
    Display a number such as 6, 10635, or 5921467.
  • Digit grouping unlocked:
    Display a number such as 6, 10,635, or 5 921 467.
  • Zero unlocked:
    Display 0 as well. Before that, any null amount is simply not displayed?
  • Negative numbers unlocked:
    Display negative numerals in some cases? (Net income, for instance)
  • Exponentiation unlocked:
    Display a number such as 1×1010, 5.2×107, or 7.4×1026.
  • E-notation unlocked:
    Display a number such as 1e10, 5.2e7, or 7.4e26.
  • Possibilities beyond e-notation: (It's possible, or likely, that these will never be used)

The user should still be able to change which representation style/mode they're using in the settings, as long as they have unlocked option they want to use.

If this turns out to be too annoying for the user, this idea might have to be scrapped, or number representations might need to be introduced earlier in-game than their real-life counterparts.

Draggable modals

Make the modals (such as the settings) draggable by the title bar.

Finish .unitItem > .main > .allocationInput

.allocationInput >

  • .allocator
  • .buttonContainer
    • .allocateMoreButtons
      • .allocateMoreButton1
      • .allocateMoreButton2
    • .allocateLessButtons
      • .allocateLessButton1
      • .allocateLessButton2

Fix resizing of panels

Panels should be resizable by dragging from the edge on the resized side, or the corner of the resized sides, and should react to each other and viewport size changes appropriately.

Modals closing mechanisms

The in-page windows/boxes (such as the settings box) should be closable in these ways:

  • loss of focus to anything else on the page (but not loss of focus to another tab or window), unless it is made to coexist with other modals or the background
  • pressing ESC
  • clicking the close button
  • if it can coexist with other modals and/or the background, then clicking the button which opened it should close it

Implement log filters

  • Events
    • Migration
      • Immigration
      • Emigration
    • Population increase
      • Childbirth
      • Immigration
    • Population decrease
      • Death: #25
      • Emigration
  • Stats | Recap | Summary
  • Results
    • Mission
      • Hunt
      • Explore
  • Achievements

Sex(Gender)

Parent: #27.

Perhaps implement some kind of sex ratio tracking for the population?

Some things could affect it, such as gender restrictions or trends for certain jobs(like army, fishing boats and industry) causing different death-rates or similar.

Could affect things such as fertility reproduction rate, migration, and maybe affecting the function of gender roles and mentalities/personalities/preferences?

How does this interact with Age? Does the ratio apply uniformly for all ages, or can it differ between ages/age groups?

Early in the game, maybe store the information for each person?
Later in the game, maybe store the number of each age-sex combination?
Later in the game, maybe store the ratio (for each age group)?

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