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I'm not sure how to fit there the livestock, also how to deal with the waiting part.
For a medieval themed game. The basic mechanic is standard energy bar which replenish over time, you use it to perform actions.
As for unploved fields for livestock, in the past they were leaving 1/4 of the land "unoccupied" to let the ground "rest". I guess this could be used as pasture? Later they invented 1/3 system (rotation of crops) where no land had to rest, which would mean no more free land for grazing...Nowadays, the land has classes (based on fertility) and the worse one is used as pasture. That's how it goes for history and realism, not sure if usable for a game.
Quote from: Chris on October 12, 2011, 02:45:44 PMFor a medieval themed game. The basic mechanic is standard energy bar which replenish over time, you use it to perform actions.I like to call these fun meters. When the meter runs out, you're not allowed to enjoy the game anymore.
Quote from: Chris on October 12, 2011, 05:27:45 PMAs for unploved fields for livestock, in the past they were leaving 1/4 of the land "unoccupied" to let the ground "rest". I guess this could be used as pasture? Later they invented 1/3 system (rotation of crops) where no land had to rest, which would mean no more free land for grazing...Nowadays, the land has classes (based on fertility) and the worse one is used as pasture. That's how it goes for history and realism, not sure if usable for a game.You could use Conway's Game of Life to iterate which fields grow and which don't. Make it so player's can't choose every individual field they get to plant, they have to click groups at once, like a stamp. Then the players who best envision the way the field will grow and evolve will get more crops - player skill, not character skill.
For fields harvest and milking cows I could have just two timers. But what about slaughtering? I mean these animals should be in different stages of growth and you definitly don't want to slaughter all animals of the same type at once (you want to leave at least 2 for further breeding ). It can't work the same was as harvest.I'm also concerned with amount of data (coding issue), it should be as light as possible (so no separate bookkeeping of every single chicken). I'm thinking about 5 separate variables per animal type defining the age of animal. So pig1 is newborn, pig2 is young, pig3 is can breed, pig4 can breed and is best for slaughter, pig5 is old one and bring less meat when slaughtered since you waited too long. Every 5 hours (global timer, not stored on the player table) all animals move 1 age class up.
at the end of the timer you could sell animals if you wanted, otherwise you'd have to wait until the timer ended again
Could the game just auto-slaughter (?) most of the full grown meat-livestock at some point and add food to the player's resources?
Quoteat the end of the timer you could sell animals if you wanted, otherwise you'd have to wait until the timer ended againWhat you mean at the end of the timer? Like player will have 1 second to do so? At the very least there has to be some period, timeframe, not a point of time. Anyway, I don't like the limit of when you can sell livestock. It does not fit with the rest of the game, I think I will need to allow players sell and buy livestock anytime...
Overall, we have 3 "timers":- harvest, this can be done at a fixed time the same for all players (seasons)- milking & breeding, this probably could be global fixed time like harvest- slaughter, this should be done anytime at player's will (this is a problematic one)
What if you separated the milk cows from the beef cows? (irl, farmers don't milk the beef cows nowadays, but they probably did in the 1300s though)