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mechanics.md

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Basics

Resources

The plant consumes:

  • water - from soil, quickly replenishable. Comes from creeks, a bit from surface, and certain underground layers. In default scenario, water in those never ends.
  • nitro - slowly replenishable. Filters down from surface.
  • sunlight - depends on the size of the neighbors, and the climate.

The least of these resources defines the mass a plant grows by each tick.

Growth and death mechanic

The mass is then distributed into the root (upper part is abstracted away so far), proportionally to amount of resource that each branch provides.

Implement later: weighted by the particular resource demand. This means - if we need water twice as much as nitro, the branch that brings water will grow twice as much as the branch that brings the same amount of nitro.

A soil is a field with certain concentrations of nitro and water, represented by blue triangles and brown rectangles.

Each part of the root pulls water/nitro surrounding it proportionally to its area and the concentration (richness) of the soil in this particular resource.

TODO: Each branch consumes a certain amount of cellulose each tick just to stay alive. If a branch gets less water/nitro than what it needs, it withers for X hours (how many?) and then dies. Don't eat too much!

Dead parts in the soil turn into some amount of nitro and water.

Controls

The player can control:

Resource mining.

* You can tune water demand from "Camelthorn" to "Water lily".
* and nitro - from "bamboo" (super fast metabolism and growth) to "baobab".

Make sure the ecosystem can support you, and competitors don't overwhelm you!

TODO: Gather the ideas here.

Tactical, real-time decisions.

BIG HOLE IN DESIGN HERE!

Maybe have an army of symbiont ants/bugs/woodpeckers? Silly but funny.

  • Controlling root growth by controlling the nitro consumption
    • Sounds like too little and too indirect.

Game design.

https://docs.google.com/document/d/1g0gQu0fa-MpcCj9r9eTd0A7rVcA1vyD4J1DTjMrw8NE/edit#

Limitations

  • The thickness of a current branch must not be more than parent branch minus all the children.
    • Extension idea: replace it with conductivity limitation.

Measurement units

milligrams, cm, mg/cm^3, hour, mg/hour.

References