More planning


Entry #2

-ROBO LAB-

Programming Plans

Programming design 


Classes:  

  • Rooms 
  • Room types 
  • Basic rooms (Tier 1) 
  • Power room (Multiplies the power resource by number of rooms) 
  • Mineral refiner (Multiplies the resource unit by number of rooms) 
  • Research lab (Allows research of rooms and Emergency service bots and IT assistance bots and several other rooms) 
  • Robo Factory (allows basic robots to be built) 
  • Advanced  rooms (Tier 2) 
  • Marketing Facility (allows contracts and main source of money) 
  • Robot Refit centre (Allows robots to be upgraded, Increases efficiency of individual robots) 
  • Test rooms(Increases efficiency of bots[Global]) 
  • Storage room (increases max number of resources and bots) 
  • Office (Allows rooms to be upgraded) 
  • Super rooms (Tier 3) 
  • Server rooms (Increases efficiency of robots[Global]) 
  • Weapons facility (Allows “Warbots/Defensebots” to be made, reduces morality) 
  • Environmental health centre (Allows Atmosphere cleaners, and animal welfare robots, increases morality) 
  • Build timer 
  • IsActive bool (if catastrophe, set to false) 
  • IsUpgraded bool  
  • Resource multiplier (x1.5 per tier 1 room, for those applicable) 
  • Number of rooms?  
  • Number of robot slots (IsActive bool?) 
  • 2 Defence slots (Upgraded rooms only) 
  • 4 Worker slots  
  • Reapair slot  

 

  • Robots 
  • Robot types 
  • Basics(Tier 1) 
  • Worker bots (put into energy or mineral rooms, multiplies resources) 
  • Repair bot (Repairs inactive rooms, lives in storage) 
  • Cleaner bot (Only to be sold for small amount of cash) 
  • Advanced(Tier 2) 
  • Research bot(Can be placed in research facility, increases research speed) 
  • Manufacturing bots (can be put in factory, speeds up robot build time) 
  • Engineering robots (Advanced worker bot,  x3 resources) 
  • Super (Tier 3) 
  • Atmosphere cleaner bots (To be sold, increase morality a lot) 
  • Animal welfare bots (To be sold, increases morality a little) 
  • WarBots (To be sold, decreases morality a lot) 
  • Defense bots (can be placed in rooms to prevent or fix “Rival” or “protestor” catastrophe or sold, decreases morality a little) 
  • Build timer 
  • IsActive bool (if catastrophe, set to false) 
  • IsUpgraded bool 
  • Efficiency rating (Basic robots + tier 1 rooms = low efficiency) 
  • Number of Bots 
  • Contracts  
  • Contract types 
  • Basic (T1) 
  • Contract for worker bots 
  • Contract for cleaner bots  
  • Contract for repair bots  
  • Advanced (T2) 
  • Contract for Research bots 
  • Contract for engineering bots 
  • Contract for Manufacturing bots 
  • Super (T3) 
  • Contract for Warbots 
  • Contract for Defence bots 
  • Contract for Animal welfare bot 
  • Contract for Atmosphere cleaner bots 
  • IsAvailable bool 
  • IsAccepted bool 
  • IsComplete bool 
  • Cash resource source 
  • Deadline Timer  
  • Morality multiplier (Good/Bad/Neutral) 
  • Number of contracts 
  • Randomizer?  
  • Catastrophe 
  • Catastrophe types 
  • Natural disasters (standard/ Happens regardless) 
  • Fire? 
  • Flood? 
  • Power out? 
  • Protestors/Rivals(Based on morality) 
  • Intruders 
  • Spies 
  • Sabotage 
  • Lockdown  
  • IsActive bool 
  • Set rooms “isActive” to false 
  • IsResovled bool (repair bots for natural disasters) 
  • Randomizer? 
  • Resources 
  • Generate over time via “<span class="SpellingError SCXW250207961 BCX0" <delta.time<="" span="">>span class="TextRun SCXW250207961 BCX0" xml:lang="EN-GB" lang="EN-GB"></span> 
  • Types of resources  
  • Resource units 
  • Energy credit 
  • Research points 
  • Money 
  • Resource tiers? 
  • Resource max cap (Can be increased with storage rooms) 
  • Number of resources. 

 

  • Morality 
  • Good or bad int/float/array/bool? 
  • Relates to contracts 
  • Research 
  • Research tasks 
  • Emergency Service bots (T2) 
  • IT assistance bots (T2) 
  • Weapon facility (T3) 
  • Warbots/Defensebots(T3) 
  • Environmental health centre(T3) 
  • Atmosphere cleaner bots/animal welfare bots (T3) 
  • IsResearched bool 
  • Research timer 

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