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pvb-team-11's Introduction

PvB-Team-11

A town management game that teaches people how to program

In this game you control your town by ordering the people inside to expand the town and take care of themselves. This game is inspired by The Sims and Settlers of Catan, as you both build your own place, and have the people take care of themselves, and you will need to gather and trade your resources in order to do so.

Giving order to the villagers can be done in 2 ways:

  • Using a blockly inspired system to build actions
  • Writing the actions like you would write them as a line of code in a script

Most actions you can create will be assigned to a villager, and can not be performed when there aren't any villagers available. To determine whether or not a villager is available is done fairly easily, as they will be wandering around.

In order to attract more people to your village, you will have to make sure that the village has a place for them to stay, and the village needs to be impressive enough. If a village isn't impressive enough or there aren't any unoccupied houses, people won't be joining your village.

It is also important to keep your villagers happy. How impressive your village is, depends on how satisfied your villagers are. If villagers are unhappy, they won't enjoy living in your town, making the village less impressive. If villagers are unhappy for too long, they will leave the village.

pvb-team-11's People

Contributors

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Watchers

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pvb-team-11's Issues

Add Background music

Right now the game is really quiet.
Some background music would be able to make it feel more lively.

Trade action showing tooltip wrong

Refecence to the resources in the hover text isn't set properly.
This will greatly hinder the action writing as the actual command can't be read properly.

Writing of actions needs to be more forgiving.

Right now when you write an action it requires to be written perfectly and leaves no room for mistakes.

The interpreter needs to be case insensitive and needs to ignore characters other than alphanumeric values and characters that separate certain input arguments like brackets and comma's.

More variety

Participants of the usertests stated that they would like to see more variety in the buildings and villagers, this would mean that both villagers and buildings will need to have their textures assigned when they're spawned, as well as new sets of animations for the villagers.

Add a tutorial

Usertests showed that the game was too difficult to fully understand when they're not being told what to do right away.
A small tutorial would solve this issue.
This would consist of a small explanation of all "first times" as well as an option to re-open the explanation.
Those explanations will be at the start of the game, the villager needs UI and the action UI,
as well as on the resource bar when clicked on.

Make villagers enter buildings

When performing actions, villagers now just stand still in front of the building.

This makes the game look a little bit unfinished, and making the villagers invisible while performing their action could make this look a little bit more natural.

Closing windows must be easier.

Right now a tutorial can only be closed on the last page, and on the needs display, there is no closing button to indicate how to close it.

All tutorial screens and the needs display need to get a close button.

The level grid should extend to the edges of the screen

Right now the grid only overlays the level grid, but the numbering of the grid is stuck to the sides of the screen to have them visible at all times, which makes it more difficult to see the numbers when the camera is centered near the bottom or left edge of the grid.

Outside of the level, the grid should extend as lines towards the numbering.

Add a title screen

A title screen could be a nice addition to the game, so that the player won't be thrown into the main game right after starting up.

Tutorial needs improvement.

The tutorial has some typos inside and is lacking some information.

The typos need to be removed, and the information provided needs to be extended.
Missing information: Building highlights.

Make moving the camera able inside of the action menu

At first it was intended to be unable to move the camera inside of the action menu, because this would conflict with the automatic camera movement connected to the blocks.
But the last test has proven this to be hindering, so it needs to be enabled again.

Villager bug in action creation

When an action block with a dropdown list of villagers is created, but the dropdown list is empty, the game sometimes no longer recognizes the a villager and makes the player unable to create actions for this villager.
As a result, 2 things happen:

  1. The affected villager will no longer be able to have it's needs filled, causing it to gradually lower the appreciation of the village.
  2. A new villager will take over the villager's spot in the game.

Visual bug in building action

When a player tries to place an object (partially) outside of the level grid,
if the x & y coordinates are both above 0, the highlight of the object will still be green, indicating that the player would be able to build here.

Needs of villagers could use some tweaking

Right now the needs of villagers deplete rather fast, especially when maintaining multiple at once, so it would be friendlier towards the player to slow this down.

Also actions that refill the villagers' needs could use some improvement.
The actions seem to have little influence on the needs, making it feel like they don't really matter.

Action UI too sophisticated

Participants in usertests have requested to simplify the UI and make it more organized, doing so by making the UI easier to use by enabling dragging new blocks right from their miniatures, as well as making a trash can that the player can drag blocks into to delete them.

Action costs are confusing.

Costs and gains of actions are confusing thanks to their coloring.
When something costs resources it gives the impression that the player doesn't have enough resources due to the red color.

Costs/gains should be changed as following:

  • Values for villager needs, appreciation and satisfaction should always stay white.
  • Values for resources should only be red if the player has insufficient resources.
  • Values of resources should only be green if the player collects new ones (through gathering or trading).
  • Values of resources should stay white if the action costs resources, but the player has enough of them.

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