Factory Game: Difference between revisions
Adamcolton (talk | contribs) Created page with "The factory game is partially inspired by Minecraft and is in a part another concept I've been trying to work on for a while. =Game Play= The player orders parts which are dumpe..." |
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Each piece of equipment also uses energy which must be purchased or produced. | Each piece of equipment also uses energy which must be purchased or produced. | ||
=Markets= | |||
All parts can be bought and sold on markets. When a game is generated, all the base resources have a randomly generated price. All other prices are calculated off these, with some padding for energy and production costs. Prices will randomly float, but they will always try to return to their 'set price'. As the player sells products, those prices will temporarily deflate. The goal is to make it so that timing your sales is advantageous while encouraging the player to diversify. | |||
=Parts= | =Parts= | ||
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*Magnetic Sorter: Separates anything with mostly iron | *Magnetic Sorter: Separates anything with mostly iron | ||
*Programmable sorter: Allows 4 directional output of any resource specified (plus a default direction) | *Programmable sorter: Allows 4 directional output of any resource specified (plus a default direction) | ||
*Furnace: Low heat smelter. | *Small Furnace: Low heat smelter. Things have time they must be heated, anything that falls short will not change. | ||
*Timer: Has a default state, when it receives a pulse, it switches state for a set period of time | *Timer: Has a default state, when it receives a pulse, it switches state for a set period of time | ||
*Inverter/power source: On by default, when it receives a signal, it turns off. | *Inverter/power source: On by default, when it receives a signal, it turns off. | ||
*Wire: Conveys a signal | *Wire: Conveys a signal | ||
*Bin: Holds anything - only stuff in bins can be sold | |||
==Resources== | ==Resources== | ||
*Iron ore: Converts to iron by smelting for 20 seconds | |||
*Iron | |||
*Copper ore | |||
*copper | |||
*copper wire | |||
*Rare magnet | |||
*Rubber | |||
*Aluminum Ore | |||
*Aluminum | |||
*Silicon | |||
==Intermediaries== | |||
*Motor | |||
*Belt | |||
*Microchips | |||
==Products== | |||
*Computers | |||
*Cars | |||
*Blenders | |||
=Factory Space= | |||
The player must either buy or rent a factory. The price determines the size of the factory. Some factories are also multi-floored allowing the player to remove the floor and drop things through to the layer below or use a vertical conveyer to move things up. | |||
=Control Signals= | =Control Signals= | ||
I want something similar to Redstone in Minecraft. | I want something similar to Redstone in Minecraft. There are 3 states on-generating, on-propagating and off. For each cycle, everything starts off or on-generating and the on-propagating signals are calculated. | ||
*Conveyer Belt, sorters: on/off | *Conveyer Belt, sorters: on/off | ||
*Furnace: On/off, also acts similar to a conveyer in that it dumps everything on a square next to it when it's turned off (depending on orientation) | *Furnace: On/off, also acts similar to a conveyer in that it dumps everything on a square next to it when it's turned off or full (depending on orientation) | ||
Revision as of 19:33, 5 October 2011
The factory game is partially inspired by Minecraft and is in a part another concept I've been trying to work on for a while.
Game Play
The player orders parts which are dumped and a specified square in the factory. The player can move the parts manually or use automatic to move the parts. Through various modifiers, low level parts are transformed into high level parts, including all equipment. For example a player may order iron ore and smelt it (using a furnace) into iron which can then be smelted into steel by adding carbon. Or a player could construct (in a constructor) a motor, belt and bearing to build a conveyer belt.
Each piece of equipment also uses energy which must be purchased or produced.
Markets
All parts can be bought and sold on markets. When a game is generated, all the base resources have a randomly generated price. All other prices are calculated off these, with some padding for energy and production costs. Prices will randomly float, but they will always try to return to their 'set price'. As the player sells products, those prices will temporarily deflate. The goal is to make it so that timing your sales is advantageous while encouraging the player to diversify.
Parts
Equipment
- Conveyer belt: Moved anything placed on it
- Density Sorter: Allows you to sort by density
- Magnetic Sorter: Separates anything with mostly iron
- Programmable sorter: Allows 4 directional output of any resource specified (plus a default direction)
- Small Furnace: Low heat smelter. Things have time they must be heated, anything that falls short will not change.
- Timer: Has a default state, when it receives a pulse, it switches state for a set period of time
- Inverter/power source: On by default, when it receives a signal, it turns off.
- Wire: Conveys a signal
- Bin: Holds anything - only stuff in bins can be sold
Resources
- Iron ore: Converts to iron by smelting for 20 seconds
- Iron
- Copper ore
- copper
- copper wire
- Rare magnet
- Rubber
- Aluminum Ore
- Aluminum
- Silicon
Intermediaries
- Motor
- Belt
- Microchips
Products
- Computers
- Cars
- Blenders
Factory Space
The player must either buy or rent a factory. The price determines the size of the factory. Some factories are also multi-floored allowing the player to remove the floor and drop things through to the layer below or use a vertical conveyer to move things up.
Control Signals
I want something similar to Redstone in Minecraft. There are 3 states on-generating, on-propagating and off. For each cycle, everything starts off or on-generating and the on-propagating signals are calculated.
- Conveyer Belt, sorters: on/off
- Furnace: On/off, also acts similar to a conveyer in that it dumps everything on a square next to it when it's turned off or full (depending on orientation)