This is a wealth of good ideas! I changed around the current UI somewhat and added a forced tutorial for new users or when people reset the game. This includes more info about what FRC is inside the game.
Currently team members are basically a task resource that has a gibberish name, but originally was not going to be named at all. Was kind of an after thought until I realized you needed a way to see when a team member/subteam leader will graduate. The team roster has existed since 1.0.0, but the button to view it was not very obvious. I like the idea of team members having preferences and applying a team point bonus if they are a match up. Too big of a change for a short update like I did tonight.
I also really like the weekly reports idea. There is an overall base score that the season prestige bonus is based on (minimum effort will earn 2150 base team points at the moment). Possibly some kind of chart of their points, members, materials and money as a line chart changing over the course of a full season. The additional "random events" is something I had planned as an overall season effect, but I like having weekly modifiers as well. Example: "Vendors have a sale and materials are 30% off" or "A current team member guilted their younger sibling into joining the team", etc.
Alot of good improvements I can add to the roadmap. There is not a formal planning document, just text notes I took as I was planning out the core mechanics of the game. It has undergone scope creep even under development. The end goal will still be a web based, text based incremental management game. I don't intend to make it hyper realistic, but I do plan to add more tasks and "paths" over time just to keep the game fresh and interesting and eventually add some randomization to the tasks each week so its not a flood of the same stuff over and over.
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Those are fantastic notes. I will work on implementing these among other suggestions I've received as well.
I did include a link to a page about FRC in the description, but not anywhere inside of the game or even some pictures of what a robot even looks like. The goal is to introduce the FRC League and idea of Competitive robotics to more people so more explainers would be better.
A tutorial and onboarding is the best way. I did include info dialogs under the 'i' buttons, but it's not forced to click there for any reason except curiosity.
Would it help to break up the gui into seperate tabs or leave it all in one place, just organized better?
Good to know. I was testing on Chrome Mobile and Chrome desktop. It also may have been an issue with how the fullscreen mode works and sort of killing the pop-up in some browsers. I'm glad it worked as expected for you though! I will keep an eye on this when I test in other browsers with future updates.
Not sure this was intended, but I was able to beat the game by selling single cats after the debt pop up would appear.
It's better to keep your cats if possible and keep building up their value with the food clicks. If you wait for a cat to wander below the pop up you can still sell them instead of hitting sell all and losing all your growth. There is not enough time during the main game to select the cats you want to sell. So now any who wander into range can be sold . Then as soon as you hit your minimum needed you leave the rest alone and keep going.
This worked really well and I was able to complete it in a single sitting. However it would be much better to have a "cats" panel that sorts them by value and when the debt pop up launches people can still pick cats to sell at that time.
Definitely a fun game!
That's definitely a new one, phaser (the game engine ) gets loaded through CDN (content delivery network) online. It's possible that when you tried to load it wasn't able to get the game engine file but I haven't seen that issue repeated here. I'll keep looking for it. Do you have any extensions enabled that disable external scripts? The modal error seems similar because that one comes from Bootstrap which is also pulled via CDN. So again seems like the external scripts files were not pulled when you tried to load in. In the next update I'll make sure to include local copies of those files to fix this.
Good points and questions, the resources growing right at the planet is a bug, it should be when they get back to the base and it's added to the total.
The other issue however is with the self replication part. I don't think the new clones are starting from the base, I had it set where they should spawn at a new planet and then head back to base, I'll double check on that. But you're right that this still doesn't really feel like the right behavior for the probes and more over the base is counterproductive.
They should be continuing outwards to new planets and not always going back home each trip. It'll be a big change but definitely worth it. I'll work on this as the next update
The museum P.A. system is a combination of hand written lines by me (awash in 5 years of reading,listening to, watching everything D.A. I can find all day long). I tried to mimic his style of writing, make puns, hints, etc.
All of this writing then gets run through text to speech generators with 9-ish different character actors I've worked out. They are as follows:
- Entry Voice Guy (he's the voice when you enter the museum on boot up)
- Snarky Lady who complains about everything (earth particles, "3lv1s" license plate and more)
- Super deep announcer voice (disaster area announcement)
- Soothing older man (story about the pens and fake universes)
- Drive thru bartender
- Drive thru customer robot lady
- Factoid reading lady
- Quiet Scottish guy
- Eddie the museum board computer (definitely not like the original entirely)
Any other voices you hear in the PA are actually in your head and you should seek out a physician... Not really, but the rest of the voices are alterations and audio effects done in audacity.
I could use lots of help with making up new funny announcements, references, jokes and factoids. If you have a new script or lines you want to have added please tell me which actors are in the scene and talking and what the lines are. I can handle the rest from there and put it in!
As per usual try not to just steal whole chunks of the book, movies, etc., word for word. I know I did for the Vogon poetry but I mean... There's one D.A. written source of Vogon poetry I know of and that's it... Soooo.... Otherwise I'm grabbing from "And another thing" and that's divisive in the community. Soooo.... Anyways. Help wanted!
I'm pulling from every source material I can find of Douglas's. I can't find everything and I also sometimes struggle with how to apply it to a museum display or room. If you have ideas, things you want to see, things that I missed or things I got factually wrong please let me know. It's a struggle trying to find all of the non-pirated public info about D.A. and this can now be an endpoint like a VR Wikipedia page? It needs to be correct and no single person can always be right. I need community help in fact checking and making sure I don't misled museum patrons.
I would love any and all ideas for literally anything D.A. related and given enough time I can make anything show up in there. So the only limit here is us as a community!
I'm fully aware there's gonna be some game breaking bugs to work on. I started my VR development journey in October 2022 so this has all been a big learning experience for me. If others want to help me on the development side I'll gladly take it! This is built using Unity with the XR interaction toolkits. That means it should be able to be deployed to any openXR capable device (steamVR, etc) but my testing device is a Quest 2 and hopefully eventually a quest pro because I want to get one in the coming months for work.
Kindly, angerly or neutrally list any bugs you find below. This is definitely a project in active development so expect bugs!