A game about owning an aquarium shop.
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We need a universal way to select & change "tasks" or "activites", it needs to be addressed and redone prior to expanding or it will become a nightmare later.
- IE. Status changes, ensuring background activities stay proper and in the background.
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Creating a boiler plate page/slice/feature ie. one fishing could just change variable names to get started with.
- The page should have an if prod check for displaying. ("This is an example widget/extension")
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Developing an "offline" solution.
- A basic implementation exists at 5 minutes, it does not function or calculate anything in its current state. Last action tracking is working and happens at every save interval.
- When the "page refreshes" is triggered a check happens from the last "action" (which could be hitting start, since hitting menu items doesn't update "last action", should clicks update it?)
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The home page and designing the basic functionality of your "shop" and primary "goal".
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aquirums should have "size limits" and expeditions could give "gold fish" rarely for now (or fishing if you want to implement that early, though i don't think it's necessary)
Aquarium Capitalists is a game about owning and managing an aquarium shop. Players will breed aquatic life, go on expeditions, complete quests, gather resources, and build a thriving aquarium empire.
- Manage your shop, sell aquatic life, and earn revenue.
- Progression: Level up your shop by growing over time, gaining a loyal customer base, out living other active shops, completing expeditions for additional crafting resources and competing in clan battles for valueable loot.
- Offline Progression: Gain rewards while away from the game, up to 12 hours to start.
- Shop Decay: Login to maintain shop profits, over 3 days you will start to lose your active customers and begin to degrade in shop status until you become inactive, completly losing customers within 3 days and slowly shop stars over time.
- Premium Currency: Pearls.
- Normal Currency: Shells. Earn through sales and expeditions.
- Experience: Earn XP by completing tasks.
- Skill Experience: Specialize in areas like genetics, crafting, or sales.
- Expeditions: Explore locations like coral reefs and shipwrecks. Gain rewards and special items.
- Gathering: Harvest resources such as wood and sand to craft items or sell for profit.
- Stats & Equipment: Manage gear to boost stats and shop efficiency.
- Resources: Collect and store materials for crafting and upgrades.
- A dynamic fishing system to collect rare species and resources as well as decor.
- Fully customizable shops with layout options and level-locked features.
- Create items and equipment to enhance your shop and expeditions.
- Interact with other players and coordinate group activities.
- Seamless saving and syncing across devices.
- Genetic traits and rare variants to create unique aquatic life.
- Guilds or "Schools/Shoals" for collaborative gameplay, resource pooling, and competitive quests.
- A dynamic marketplace to trade and auction rare items.
- Engage in daily tasks, story-driven missions, and guild-based objectives.
- Euchre: A strategic card game.
- Underwater Battles: Clan-based combat system.
- Memory: A matching game for rewards.
- Choose from roles like Tycoon, Geneticist, Conservationist, and more, each with unique benefits.
- Optional skins, premium currency, and customizations.
- Increase inventory capacity for more efficient gameplay.
- Additional customization options and advanced features for shop management.
- Create a basic shop owning system.
Establish player stats and inventory systems.Launch initial expeditions.Design resource gathering.- Implement some form of crafting
- Work in a basic shop mechanic
- Have a basic working logging system/websocket.
- Refine player stats/inventory/crafting systems
- Add Fishing.
- Expand expeditions/fishing zones/crafting.
- Showcase breeding/genetics.
- Launch chat system.
- Decide on and build guild functionality.
- Bring in quests
- Introduce cloud saves
- Monetization features discussions.
- Conduct thorough gameplay testing.
- Collect player feedback.
- Refine UI/UX and balance mechanics.
- Introduce minigames.
- Implement dynamic market system.
If this page doesn't answer your question, and its not technical or found within the README perhaps you could visit the Aquarium Capitalist Wiki.