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Aquarium Capitalists

A game about owning an aquarium shop.

What is currently being developed:

  • 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.
  • 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")
  • 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?)
  • The home page and designing the basic functionality of your "shop" and primary "goal".

  • 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)

Known bugs:

Table of Contents


Introduction

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.

The Basics

Aquarium Shop

  • Manage your shop, sell aquatic life, and earn revenue.

Status

  • 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.

Currencies

  • Premium Currency: Pearls.
  • Normal Currency: Shells. Earn through sales and expeditions.

Level

  • Experience: Earn XP by completing tasks.
  • Skill Experience: Specialize in areas like genetics, crafting, or sales.

Skills

  • 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.

Inventory

  • Stats & Equipment: Manage gear to boost stats and shop efficiency.
  • Resources: Collect and store materials for crafting and upgrades.

Currently Planned Features

Fishing

  • A dynamic fishing system to collect rare species and resources as well as decor.

Shop System

  • Fully customizable shops with layout options and level-locked features.

Crafting

  • Create items and equipment to enhance your shop and expeditions.

Chat

  • Interact with other players and coordinate group activities.

Cloud Saves

  • Seamless saving and syncing across devices.

Breeding

  • Genetic traits and rare variants to create unique aquatic life.

Group Content

  • Guilds or "Schools/Shoals" for collaborative gameplay, resource pooling, and competitive quests.

Items and Market

  • A dynamic marketplace to trade and auction rare items.

Quests

  • Engage in daily tasks, story-driven missions, and guild-based objectives.

Potential Planned Features

Minigames

  • Euchre: A strategic card game.
  • Underwater Battles: Clan-based combat system.
  • Memory: A matching game for rewards.

Archetypes / Starting Bonuses

  • Choose from roles like Tycoon, Geneticist, Conservationist, and more, each with unique benefits.

Monetization

  • Optional skins, premium currency, and customizations.

Expanded Backpack

  • Increase inventory capacity for more efficient gameplay.

Extended Shop

  • Additional customization options and advanced features for shop management.

Implementation Plan

Phase 1: Core Gameplay Mechanics - Alpha

  • 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.

Phase 2: Advanced Features - Beta

  • 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

Phase 3: Testing and Refinement - Release discussions

  • Monetization features discussions.
  • Conduct thorough gameplay testing.
  • Collect player feedback.
  • Refine UI/UX and balance mechanics.

Phase 4: Out of Beta - Release

  • Introduce minigames.
  • Implement dynamic market system.

Wiki

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.