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Neptopia Checklist

Posted September 27, 2022 by Xhin

Food

  • Get all foods in place and their base mechanics.

  • Handle pharmaceuticals / illness / injury

  • Handle drugs

  • Handle addiction

  • Any shops I can build at this stage

    Stats

  • Handle Arrests and the high probability of dying / going into debt herein

  • Fishing accidents, based on the Rod.

  • Rods can give bonuses or detriments to fishing accidents -- also these need to be a thing as well.

  • Any shops I can build at this stage

    Misc

  • Work, which is extremely boring by design.

  • Theft (optional)

  • Books

  • Lore / Lore Books

  • Any shops I've missed

    Comfy Stuff (optional)

  • Camping

  • Homesteading

  • Farming

  • Fish Farming

  • Mailbox/Dropbox

    Debts (optional)

  • Rentals

  • Loan Sharks

  • Banks

  • Medical Debt

    Final Stuff

  • Middle class (optional)

  • Elite class (optional)

  • Subversive stuff that affects the database for all players

  • Monthly seed handling.

  • Rebalance the game as needed.

  • Mass cleanup / UX stuff.

  • There are 6 Replies


    Food Notes

  • Foods have a distribution of stats within some range -- types of food are roughly the same but the individual stats (and base prices) vary a bit, via seeding the food name.

    Foods

    For now, Foods are obtained at an Eatery and eaten there. You should also be able to buy processed or fresh versions of them at a grocery, so they need to also be items.

  • Gruel -- the cheapest Food. This will keep you alive, but over time without a source of protein you'll start losing strength and vitality. Contains a cereal name (millet, oats, etc) and another name like gruel, porrige, etc. (( Use a protein requirement stat and reset it with protein sources, otherwise it impacts disease )).

  • Baitburgers/ grilled crickets/etc -- cheap sources of protein. Disgusting from an immersion perspective but will keep you from losing strength. More expensive. Doesn't recover as much hunger, but prevents the strength stuff. Names should be insect- or worm-based, and ideally very disgusting.

  • Eggs/Dairy -- Restores a good bit of hunger, prevents the strength stuff and also improves comfort. Much more expensive though. Names are based on various types of mammals or birds, ideally disgusting ones (rat milk comes to mind here). The actual animals are province-specific (along with the below) and should be biome-based whenever I flesh out that content.

  • Meat -- Very expensive, but boosts strength for a day or so. Also has a good comfort factor. Probably outside your finances for more than once a week. Names should be the animals above.

  • Vegetables/fruit -- Raise vitality against illness, but recover very little hunger. Crops here should be biome-based and run the gamut.

  • Sweets -- quick boost to comfort and/or strength, however has long-term vitality detriments, and also has addictive properties. Same here on the names as the above.

  • High-value Sweets -- like the above but without the vitality issues, less addictive, and also you're probably priced out. Same here as the above.

  • December 23, 2022
    Xhin
    Sky's the limit

    Food Checklist

    Basic stuff

  • Create food{}.

  • Create and route all food itemgens through food{}.

    Create names for:

  • Gruel

  • Protein

  • Eggs

  • Dairy

  • Meat

  • Vegetables (these along with fruit should be based on nonstandard plant combinations, like "orchid melons" or "pine tubers" for flavor)

  • Fruit

  • Sweets (based on various cheap candies and poor man desserts)

  • High-value sweets (fancier desserts, nothing elite-tier though)

    Protein Requirement

  • Add a twice daily protein hunger trigger -- goes up by 25. Render it if it exists, like starvation.

  • At 50 of this stat, increase disease by 5 points an hour.

  • At 100, increase by 10 an hour.

  • Indicate all this in the stats post.

    Stats

  • Gruels restore py(25,50,75) hunger, plus or minus range 10. The price should be py(90,60,30) +- range 15.

  • Proteins recover py(20,40,60) plus or minus range 10 protein hunger and py(0,5,10,20) hunger. Price should be py(150,100,50) +- range 20.

  • Eggs and dairy restore hunger like gruels, protein like proteins, and py(10,25,50) stress. Price should be py(200,175,150) +- range 30. 50% chance of adding satiety of py(10,30,50).

  • Meat fully restores hunger and protein hunger, restores py(50,75,100) stress, adds satiation at py(10,15,25). Costs 500 +- range 200.

  • Vegetables reduce 2-10 fair hunger and provide py(5,10,20) vitality. Cost should be 100-200 fair.

  • Sweets -- Reduces py(5,10,15,20) stress, provides py(5,10,25) satiation but no hunger boost. Costs py(100,50) +- range 20.

  • High-value sweets -- reduces (50,75,100) stress and provides py(5,10,20) vitality. Cost is 200-500 fair.

    Eating

  • add food.eat(item object).

  • This does the appropriate normal stat stuff.

  • Sweets should provide py(5,10) comfort, desserts py(10,20,30) comfort and dairy py(10,15,20) comfort.

    Eatery

  • Add an Eatery shop.

  • The eatery should sell py(1,2,3) of each food type. List out the type and its various stats in whatever way makes sense -- make a food.table() ideally, it'll be useful elsewhere.

  • Eating should generate the item and then pass the object to food.eat().

    Grocery

  • Add a grocery shop.

  • Have paths for Fresh, Discounted and Canned foods.

  • For each of these, sell py(2,3,4) of each type of food. List stuff out as before.

  • For fresh food, reduce price by py(25,30,35)% and add a spoilage_hours stat of py(16,24,36) +- 7 range hours.

  • Canned foods have "Canned" prepended to the beginning. Nothing adds vitality, stats go down by py(25,15,10) across the board, similar price reduction, and there's a 50% chance they raise disease by py(10,5,2).

  • On buy, generate the item and add it to the inventory.

  • Smige Town's grocery (somewhere in a far right province) has a food item that costs negative money on one of the tabs

  • Some tabs should get triggered by stuff existing in a certain item category. Inventory changes will alter this.

  • In this case, having food should have an Eat tab.

  • Here, list out the various foods and let you eat them to gain relevant boosts.

  • Handle canned food disease detriments on eat.

    Spoilage

  • When you buy food with a spoilage_hours stat, append a time_bought to it of the current time of mins.

  • Add an interval to time presumably where foods spoil according to their time_bought and spoilage stats.

  • Foods that spoil are removed from the inventory and add to a "Spoiled food" material item (needs itemgen).

  • Add a loose end about combining spoiled food with various foods to have a chance of making various alcohols. Should be after the province crops/animals update so you can theoretically brew alcohols you see in stores.

    Misc

  • The Grocery should sell everything the Eatery does, plus potentially more. Will probably need to generalize the grocery listgen function so I can add this along with discounted foods separately.

  • This in turn means that the food types need to be sorted manually, which is probably wise anyway -- it'll help with the food tab too.

  • Discounted foods reduce by a further py(25,30,35)% price and the spoilage_hours gets cut by py(70,50,30)%. Seed by both the market and the game day number so there's different discounts every day -- this influences the price and spoilage reduction. The name should be stuff like "runny", "moldy", etc prefixes.

    Cleanup

  • Turn anything else in the notes post into a loose end.

  • Migrate the stuff here into the stats post. Indicate also the satiety/vitality/comfort swaps.

  • December 26, 2022
    Xhin
    Sky's the limit

    Camping and Homesteading

    If it isn't too much code to do, I'd like to implement camping and homesteading systems:

  • Both systems require you to have a supply of firewood to ride things out, otherwise you start freezing and take disease damage.

  • Firewood can be gathered but might increase criminality. Otherwise it can be bought.

  • Both systems are rentals -- with tents being cheaper. To camp, you need a tent at bare minimum and camping will slowly lower stress while you're there if you keep up with the fire.

    Camping

  • Camping can be done anywhere in the wild, however it can be illegal in higher-economy areas and may invoke criminality.

  • If you have a chair, you'll recover more stress points or even gain up to some threshold of comfort (depending on the chair).

  • If you have a sleeping bag you can sleep for free. However unlike the inn, sleeping during the day will probably increase criminality.

  • With a Still, you can make alcohol (see loose end).

  • With a Pot (and a burning fire), you can cook food together into stews -- this will compound their stats and highly extend the maximum spoilage time.

  • With a Pan, you can cook fresh or canned food to add a bonus to their stats. You can't cook stews.

    These activities all take time but are done in the service of Camping so you're still recovering stress somewhat.

  • Various tools like these will break and can be mended for a price at a Mender.

    Homesteading

    Homesteading costs rent money every week or they hold your house and stuff hostage and slowly up the price to get it back until you eventually "give up".

    It does everything that camping does, and has the heating requirements, however you can also fit it out with procgen-statty fixtures:

  • Furnace -- Reduces the amount of wood needed to keep your house warm.

  • Icebox -- keeps your fresh food fresh for a lot longer.

  • Brewery -- improved chance of making alcohol

  • Bed -- recovers sleepiness and also adds bonuses to this or Comfort (the opposite of Stress).

  • Plot -- you can buy plots of land and add them to your Homestead and then do various types of Farming on them. This also makes your Rent go up.

  • Paintings, decor, etc -- while doing Homesteading activities, your stress decreases and adding stuff to your home improves the rate of that. There are limits to this unless you extend your home (which also increases your rent).

  • Dishes/Silverware/Table/Chair -- Adds additional buffs to food consumed on it.

  • Couch -- improves the buffs achieved from Reading, and has some capped comfort stat as well, depending on the couch but definitely higher than a camping chair.

  • Mailbox -- lets you buy stuff remotely, however has time (based on distance) and/or price debunks, depending on the stats of the Mailbox.

  • Dropbox -- similar, but lets you sell stuff. For fun, you probably have to get shipping supplies and pay more based on weight.

  • Pond -- lets you breed Fish. Potentially lucrative and a means towards achieving Middle Class.

    Farming

    Plots allow you to:

  • Farm crops to get those types of Food items easier.

  • Farm bamboo for firewood.

  • Farm animals for those types of Food items.

    Farming plants requires seeds and manure and gives you the food item, silage and seeds, depending on the plant for each type.

    Farming animals requires silage and 2 of the animal in question (which have to be bought). They give you the animal product and manure.

    Any material in the above can also be bought.

    Fish Farming works similarly, however you also have to go out and track the fishes in question down with a special (and pricy) Rod.

    Farmed products can be sold -- this is a potential means into Middle Class and particularly Life Extension. It won't be easy though -- everything here is very pricy.

    Other Pricy proc-statted Tools for Rent

  • Axe -- cut branches faster and/or acquire less criminality.

  • Kayak -- Switching Fishing Spots takes less time and your rod has a deeper depth, depending on the Kayak.

  • Bicycle -- improves commute time.

    All tools seen here and in the above are Rented, not bought-- you own nothing and are happy! Similarly, books should be checked out at a Library for money. Banned books are definitely items you can keep for free however, as well as anything else subversive.

    the elusive Middle Class

  • When you have a Homestead, your money reaches a certain level, havent starved for a while, have very low criminality, have purchased life extension, etc, you can apply for Middle Class.

    Being Middle Class allows you to take on various administrative or skilled / entertainment / whatever jobs that pay better, however this is only true as long as you maintain this status, and there are new requirements:

  • Buy a car and use it to commute -- it lowers commute times for sure but costs money in gas and upkeep.

  • Dress better, and wash your clothes in a Wash Basin with Detergent you buy and keep stocked.

  • Take preventative supplements.

  • Other stuff.

    At your job and other Middle Class stuff, you have various opportunities to do make choices that either improve the province for all players or improve your own personal life. You can also be fairly subversive or greedy outside of that if you want. This is kinda the endgame here.

    Becoming an Elite

    Throughout the course of being Middle Class, you'll occasionally rub shoulders with Elites. You can network with them / give gifts / parties/ etc in various ways, which increases their affection towards you.

    You can also irritate them, in which case they can make your life hell in various ways including expulsion from Middle Class and a delay on reapplying.

    In order to become an Elite, you must have ~3 elites that back you on this basis, plus a lot of money (which probably requires greedy choices), can't openly belong to subversive or collective groups (despite their benefits), and have to have the very pricy immortality treatment, among probably other requirements.

    I'm not sure what the gameplay looks like at this stage, but you'll be able to tweak various variables to either gain more power or for subversive reasons and can in turn be stripped of power and/or kicked out of Elite status. You'll also be competing with other Elite players, and there's a whole assassination/bodyguard mechanic where you can actually get grievously injured (but probably not die immediately) and lose a fuckton of progress.

    Elites delve very deep into the lore -- they can actually control the fish distribution and fish genes via advanced (but degraded) high technology, among other things. With enough power, you can create new land and stuff. It'll probably get crazy with multiple players.

  • December 26, 2022
    Xhin
    Sky's the limit

    Renting System Notes

    You can rent several things in the game:

  • Books of various kinds from Libraries

  • Tents/Tent Fixtures from Camping Stores

  • Homesteads from wherever the store is for that.

  • Tools from a Tool Rental place.

    Renting presents a certain "bill" at a certain interval (via the time system), depending on what you're renting. Rental bills can be added to as you acquire more stuff.

    Renting can also incur fees for various reasons. Different shops will have different fee structures, which you have to navigate.

    When you're renting, you have to make your payment at the appropriate location on time or early. Failing to do so will result in late fees getting tacked on. With homesteads, it's a bit different as you'll lose access to your house.

    If you have a late fee and an overdue bill, you can't buy anything more from that shop type.

    Failing to pay 3 (or maybe a shop-specific number) cumulative late fees will incur a debt -- it'll double your total late fee charge and also you'll gain criminality over some interval until the full bill (including late fees and debt) are paid. Getting arrested will drop the debt criminality interval but double the debt again (or maybe make it tick up over time) and lock you out of stuff until you pay it off.

    Loans

    There's a shop type in the game -- a Loan Shark that will allow you to borrow money, with higher levels being gated behind a Credit stat and/or Collateral. Collateral is a certain item or fixture or homestead or w/e that you put up -- if you miss a payment they take it instantly. You can get it back, but have to pay additional money.

    Loan Sharks allow you to make payments on debts incurred in this way over time, however there's interest, and if you miss payments, the interest rates go up. Making payments on time will make your Credit stat go up, missing payments will make it go down. You also have to manually check your Credit stat, and doing it too often will make your Credit stat go down. Your Credit stat also debuffs your overall interest rates. You also can't tell if you're gate-locked out of a new Loan (via Credit) unless you check it, and getting denied based on your Credit makes your Credit go down.

    Loan Shark Debts will also turn into the other kind of criminality-inducing debts, and nastier, will gate-lock you out of ALL rent-based transactions until it's paid off.

    Banks

  • You can sign up for a Bank -- this will allow you to store and use money via the Bank without physically having the money on your person, which prevents robberies. You'll also get a bit of a minor discount in Shops. However, there are interval-based fees on the money stored herein. You also can't use Bank money on back-alley transactions (like drugs or subversive stuff), and have to withdraw money instead (which incurs fees).

  • You can also set up Banks to auto-pay on Loans/Rentals for you, which is another way they're useful. However, auto-pay is not gated behind a certain money amount, so if fees get added it'll withdraw it anyway.

  • You can check your balance at your Bank (for free) or elsewhere with a fee (depending on the bank).

  • If your Bank money goes below a certain amount, the account will close and you'll have to pay additional money to reactivate it. Similarly, if you try to make a transaction that would bring you below 0, the bank account will close and the transaction will fail.

  • Fee structures, interval fees, etc are based on the Bank -- there are multiple competing Banks in a Seed. You can switch Banks relatively effortlessly but it will incur an Account Transfer fee. You can also close a Bank account -- it'll give you all the money back (minus the Closure Fee) and incur no further penalties -- you can still start a new account there without repercussions. This might be a better option than a Bank Transfer, depending on the fee structure.

  • Homesteading Mailbox/Dropbox stuff requires that you have a Bank account. Having a Bank account is also very probably a requirement for Middle Class.

  • Starting a bank account requires a certain amount of money, plus an Account Open fee. You're probably gated out for a week or so when you first start out.

    Pharmacies

    Pharmacies sell various drugs that either cure things or are preventative. However, you have no idea what they do until you either try them or get them identified. They all have pseudo-greek names like philondamax or raffadonifil. All drug types are available in the province somewhere, but you don't necessarily know where.

    Books can sometimes identify some drugs for you.

    If you try a curative drug and don't have the ailment in question, you'll get an additional set of ailments / stat debuffs.

  • To get around this, you can go in for a Medical Consultation -- they'll identify your issue and the drug that'll cure it, and also where that drug is in the province. You'll then know what that drug does as well. However, it'll cost you or failing that will incur Medical Debt (which is why it's in this section).

  • You can also go in for a straight cure, where they'll cure whatever ails you, however it'll cost a heck of a lot more.

    Medical debt will tick your Credit down until it's paid off, and will also prevent additional Rentals similar to the Loan Shark system. It also accrues interest over time, but it caps somewhere.

    With a Middle Class Job, you can get Insurance -- this will pay some amount of medical bills for you and some amount towards medical debt, however will take money out of your paychecks (depending on the plan). Less than you'd pay for the medical stuff, but still.

  • December 27, 2022
    Xhin
    Sky's the limit

    Other Time Stuff

  • Eating should take time.

  • Managing bills should take time. Possibly a lot of time.

  • Shopping insurance plans or whatever should take time.

  • December 28, 2022
    Xhin
    Sky's the limit

    Minor Stuff

  • Instead of just "seen" and "pref" on the fishing log, also have "min" and "max" which show up, as, say, for 35-70: "35-???" and "???-70". This would help you narrow things down.

  • Show a fish's value on the fishing log main menu. Yes, I realize there's an issue here, so the function itself needs to be corrected.

  • On the fish part of the fishing log, indicate which terrain it's active on.

  • Obviously the locations need to be skeined out. I like the idea of fishing ponds being confusing mazes. There should be other stuff to discover as well, maybe a bit of food or some bait that was left behind. Maybe some junk that you could hock.

  • January 9, 2024
    Xhin
    Sky's the limit

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