Difference between revisions of "Turf 2 Design/Suggestions"

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==Resources==
 
==Resources==
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''See Also: [[Turf 2 Supply Chain Ideas]]''
 
* Most buildings should create or consume some kind of resource
 
* Most buildings should create or consume some kind of resource
 
* Players can either collect the resource and stockpile them (requiring warehouses top store them), or sell them on the open market. Other players can raid these to steal goods.
 
* Players can either collect the resource and stockpile them (requiring warehouses top store them), or sell them on the open market. Other players can raid these to steal goods.

Latest revision as of 15:08, 10 August 2019

Guidelines For This Page

The purpose of this page is to document the developer's thoughts as what Turf 2 should be. Head to the talk page to propose an addition.

Base Engine

  • Multiple cities, an entire world to explore
  • "Block" based buildings, height-map terrain. Underground layer.
  • World divided into tiles, which may be cities, may be vacant, may be wilderness (mountain ranges, deep forests, etc). Tiles are to be irregular in shape
  • Cities are to be divided into irregular tiles too. Placing a base in a tile gives building/racketerring/owning permissions for all buildings in or intersecting a tile
  • Roads can be placed freeform and lot slots radiate from it (like most modern city builders)

Modability

The VT lotpack system should be expanded to everything

  • All assets (textures, blocks, vehicles, missions) should be tag indexed (eg "VANILLA.CONCRETE_BLOCK") and defined by plaintext JSON files.
  • Mod assests should have fallbacks required in case a player wants to join a server with a mod installed but does not have said mod.
  • In-game mod editor (basically a ui for editing a .json)
  • These changes should make modding and adding new assets trivially easy (won't break ids/maps/etc)

Performance Goals

  • Multithreaded chunk/terrain renderer (VT uses 1 separate thread, T2 should use as many threads as possible)
  • Multithreaded physics, ideally 1 thread/player. Hopefully multithreaded raycasting too.
  • Draw distance to the horizon

Artistic Goals

  • PBR rending, screenspace reflections, automatic tonemapping
  • TODO: Consistent art style for people/terrain

Economy

The game should have 2 economic models: Simple (same as Turf 1 - build buildings, collect money) and Advanced (resource flow, GDP simulation, etc). The rest of this section refers to the Advanced mode

Resources

See Also: Turf 2 Supply Chain Ideas

  • Most buildings should create or consume some kind of resource
  • Players can either collect the resource and stockpile them (requiring warehouses top store them), or sell them on the open market. Other players can raid these to steal goods.
  • Players can spend the resource stockpiles to build buildings, or on upkeep on various things
  • Cities can specialise in resources, giving a production bonus
  • Resources are traded between cities, via roads/road and sea routes. Players can steal from freight vehicles.
  • The should be very big (major) industrial buildings that act as a main industry for a city.

Finance

  • (GDP) As factions draw income from buildings money is extracted from the economy, making the citizens poorer. Likewise players spending money will inject money into the economy
    • The effect of this is that idling in a city will cause the tax base to shrink and reduce income


Warfare

Turf Wars

  • Turf Wars should have some kind of casus belli system. Some kind of limited war should be available early game to fight over a single base. Late game you should be able to annex factions entirely to remove them from the city.
  • Rather than base attacks players/factions should be able to order squads around on the map. Squads are units of ~5 goons.
  • Different unit types, from street goons at the low end, to professional soldiers and armoured units at the high end. Recruiting and maintaining more advanced units will require a supply/resource chain
  • Players give a morale/combat bonus to nearby units, encouraging the player to be present in battle
  • Units can be placed under the control of AI generals to auto balance front lines and take weakly or unopposed positions