azarlak / evociv Goto Github PK
View Code? Open in Web Editor NEWPrototype for idle game.
Home Page: https://azarlak.github.io/EvoCiv/
License: Other
Prototype for idle game.
Home Page: https://azarlak.github.io/EvoCiv/
License: Other
Probably with XMLHttpRequest
Preferably have options:
We could have an abstract/virtual generator handling deaths. Is that the best way to do it?
Perhaps have more significant version numbers be more visible colors and/or larger font?
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?
Have the definitions/ranges/distributions of the Age Groups change as society progresses and lifespan increases?
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.
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.
Make the modals (such as the settings) draggable by the title bar.
Keep a file, or a folder with files, containing all of the text snippets in the game.
.allocationInput >
Denotes (amount of) resource that is unavailable/locked up while the generator is active, but freed up again as soon as the generator is no longer active.
EXAMPLE: "population" (in the form of workers), "tools", "weapons", etc.
BlockedBy: #18
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.
The in-page windows/boxes (such as the settings box) should be closable in these ways:
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)?
Both visuals and functionality (fetching content).
Blocks: #17
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