update gdd #5

This commit is contained in:
Cat Flynn 2022-12-10 00:35:49 +00:00
parent 52287d413c
commit a634da6ecf
1 changed files with 25 additions and 29 deletions

54
gdd.md
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@ -8,26 +8,10 @@
* Education * Education
* Supply chains * Supply chains
## Interaction Modes ## Grid
Interaction modes can be changed via keyboard shortcut.
### Selection Mode
This is the default interaction mode.
It can be accessed at any time by pressing the `esc` key.
### Build Mode
Build mode can be entered by pressing the `b` key.
## Critical Path
### Grid
Add a 10x10 grid. Add a 10x10 grid.
Tiles are highlighted a different colour when the player hovers over them with the cursor. Tiles are highlighted a different colour when the player hovers over them with the cursor.
Tiles can be interacted with, which turns them another colour.
### Diffusion ### Diffusion
@ -62,7 +46,19 @@ private float TransferHeat(float t0, float alpha, float nx, float ny, float px,
} }
``` ```
### Tile Types ## Build Mode
Build mode can be entered by pressing the `b` key.
Build the cursor will start flashing when entering build mode.
Once in build mode, a tile type must be selected to build anything.
Tiles cab be selected with the buttons along the bottom of the screen or by keyboard shortcuts.
The keyboard shortcut to select a tile type is indicated on the button.
To deselect a tile type, press `esc`.
Press `esc` again to exit build mode.
## Tile Types
Tiles start as wild tiles. Tiles start as wild tiles.
The player can use a UI element or a keyboard shortcut to enable build mode. The player can use a UI element or a keyboard shortcut to enable build mode.
@ -71,14 +67,14 @@ In build mode, the player can click on a wile tile to turn it into a developed t
* Wild tiles are green * Wild tiles are green
* Developed tiles are grey * Developed tiles are grey
### Heat ## Heat
Developed tiles produce heat while wild tiles absorb it. Developed tiles produce heat while wild tiles absorb it.
Every tile has a floating-point heat value which diffuses to its neighbours. Every tile has a floating-point heat value which diffuses to its neighbours.
Add a heat map view which can be toggled or cycled to. Add a heat map view which can be toggled or cycled to.
It is possible to cycle the view using a UI element. It is possible to cycle the view using a UI element.
### Tile Health ## Tile Health
Add another value to wild tiles: health. Add another value to wild tiles: health.
A wild tile can accept a certain amount of heat each tick from surrounding tiles. A wild tile can accept a certain amount of heat each tick from surrounding tiles.
@ -96,13 +92,13 @@ Its effectiveness at absorbing heat scales with its remaining health.
Diffusion still occurs to move heat away from depleted wild tiles. Diffusion still occurs to move heat away from depleted wild tiles.
### Rewilding ## Rewilding
Add a rewilding mode option to the UI. Add a rewilding mode option to the UI.
In rewilding mode, the player can click on a developed tile to turn in into a wild tile. In rewilding mode, the player can click on a developed tile to turn in into a wild tile.
The wild tile starts with 0 health. The wild tile starts with 0 health.
### Wild Recovery ## Wild Recovery
Depleted wile tiles can recover health each tick. Depleted wile tiles can recover health each tick.
The recovery rate is based on the difference between the damage threshold and the actual amount they received. The recovery rate is based on the difference between the damage threshold and the actual amount they received.
@ -111,7 +107,7 @@ The recovery rate is increased if the tile has wild neighbours.
neighbour multiplier = lerp(1, max, number of neighbours / 4) neighbour multiplier = lerp(1, max, number of neighbours / 4)
health restored = max((damage threshold - heat received), 0) * neighbour multiplier. health restored = max((damage threshold - heat received), 0) * neighbour multiplier.
### Developed tile types ## Developed tile types
Split developed tiles into 3 types: Split developed tiles into 3 types:
@ -124,19 +120,19 @@ These types generate different amounts of heat:
industrial > commercial > residential industrial > commercial > residential
### Journeys ## Journeys
Developed tiles have a chance to generate journeys between them. Developed tiles have a chance to generate journeys between them.
A journey instances a vehicle which traverses the map at a constant speed from its origin to its destination tile. A journey instances a vehicle which traverses the map at a constant speed from its origin to its destination tile.
A vehicle adds a constant amount of heat to every tile it traverses. A vehicle adds a constant amount of heat to every tile it traverses.
### Moving In ## Moving In
Residential tiles have two new integer resources, current residents and maximum residents. Residential tiles have two new integer resources, current residents and maximum residents.
Every tick there is a chance for residents to move in to a residential tile if the current number is less than the maximum number of residents. Every tick there is a chance for residents to move in to a residential tile if the current number is less than the maximum number of residents.
The initial number of maximm residents per residential tile is 4. The initial number of maximm residents per residential tile is 4.
### Jobs ## Jobs
Industrial and commercial tiles have two new integer resources, available jobs and occupied jobs. Industrial and commercial tiles have two new integer resources, available jobs and occupied jobs.
The chance for residents to move in depends on there being being fewer occupied than available jobs. The chance for residents to move in depends on there being being fewer occupied than available jobs.
@ -145,12 +141,12 @@ Their chance of generating a journey is proportional to
occupied jobs / available jobs . occupied jobs / available jobs .
### Commutes ## Commutes
A resident moves in to a residential tile and gets a job at an industrial or commercial 'job' tile. A resident moves in to a residential tile and gets a job at an industrial or commercial 'job' tile.
The residential tile regularly generates journeys to the job tile, and the job tile regularly generates journeys in the other direction. The residential tile regularly generates journeys to the job tile, and the job tile regularly generates journeys in the other direction.
### Comfortable Living Temperatures ## Comfortable Living Temperatures
If a residential tile is too hot, people will not want to live there. If a residential tile is too hot, people will not want to live there.
Residential tiles have a critical temperature at which the chance of someone moving into a tile becomes negative, becoming a chance that someone moves out. Residential tiles have a critical temperature at which the chance of someone moving into a tile becomes negative, becoming a chance that someone moves out.
@ -161,7 +157,7 @@ When someone moves out, one of the jobs associated with that residential tile is
# Not critical # Not critical
### Wealth ## Wealth
Journeys generate a new integer tile resource, wealth. Journeys generate a new integer tile resource, wealth.
When a journey is completed, the destination tile accrues 1 wealth. When a journey is completed, the destination tile accrues 1 wealth.