[Uh-user] Building upgrades
Andreas
dauerflucher at unknown-horizons.org
Thu Nov 12 23:21:00 CET 2009
Hey team,
we finally discussed this issue on our meeting today (Nov 12th 09). And
- believe it or not - we came up with some decision which can be found
in our wiki:
http://wiki.unknown-horizons.org/index.php/DD/Buildings/Building_upgrades
For completeness quoted here:
>There are currently 3 kinds of buildings upgrades we agreed on:
>
>MANUAL UPGRADES - Buildings like branch office and warehouse can/need
>to be upgraded manually at a cost of certain resources. Such upgrades
>will improve the buildings in some way and may also affect the
building >graphics.
>
>AUTOMATIC UPGRADES W/ COSTS - Residents will always upgrade
>automatically at a cost of certain resources. The upgrade will always
>affect capacities (max. amount of inhabitants) and the resident
>graphics while the amount of resources available for the upgrade can
be >specified by the player. This kind of updates is limited to residents.
>
>AUTOMATIC UPGRADES W/O COSTS - Service and production buildings will
>upgrade automatically without the cost of additional resources. This
>upgrade affects building graphics only.
> CAPACITY UPGRADES - For service and production buildings >
additional capacity upgrades (production speed, collector count, > and
so on) can be purchased. (Those upgrades are a whole new
> feature and need further discussion!)
Because the player should have the opportunity to not only have his
service and production building graphics updated, but should also have
some "real" upgrades affecting building capacities, we came up with the
- rather old - idea of introducing capacity upgrades as known from other
RTS games. Being a whole new feature this of course means further
discussions. (Btw. this issue is also important for our decision on
fisherman behaviour!)
The main problem we are facing is the question how to make this feature
available in a usable way for the player. Currently there are two
suggestions:
1. Capacity upgrades have to be purchased for each building individually.
2. Capacity upgrades have to be purchased once for all buildings of the
same type.
The first means a lot of micro managment which could be handled by
providing a nice overview dialogue with some filter options to handle
all those upgrades at once and maybe even assign certain upgrades for
buildings being purchased automatically on build.
The second in the meantime is much more simple, but maybe a bit to
simple from a gameplay point of view.
A brief example of a possible capacity upgrade (invented values):
Lumberjack:
Carrier 1
Production speed 10secs.
Running costs 30gp
Upgrade - Second lumberjack:
Carrier +1
Production speed /2
Running costs +15gp
Upgraded lumberjack:
Carrier 2
Production speed 5secs
Running costs 45gp
Your input is very welcome here!
Another issue is the technical implementation of the upgrade function -
which will most likely be realized by totycro. I would really appreciate
a system which can automatically detect if buildings can be upgraded or
not. While we have one folder for each increment in our building
directory structure it would be very nice if the funtion could check on
settlement level up if there is a building directory with the same name
in the other increment directory. When found one automatically apply the
graphics or when not stick to the old one. No idea how CPU-intensive
this will be. This would make things very easy for graphic artists to
add new graphics especially for automatic upgrades at any time.
FOR levelup DO
IF pioneers HAS lumberjack
USE pioneers.lumberjack
ELSE
USE sailors.lumberjack
I hope this clarifies things for the coders among you :P
Again, your input is very welcome here!
For the time being,
Andreas
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