Turf 2 Design/Suggestions

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Revision as of 15:08, 10 August 2019 by SnapperTheTwig (talk | contribs)
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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