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name: Release Please | ||
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on: | ||
push: | ||
branches: | ||
- main | ||
- develop | ||
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permissions: | ||
contents: write | ||
pull-requests: write | ||
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jobs: | ||
release-please: | ||
runs-on: ubuntu-latest | ||
steps: | ||
- name: Checkout Repository | ||
uses: actions/checkout@v2 | ||
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- name: Set up Node.js | ||
uses: actions/setup-node@v2 | ||
with: | ||
node-version: '14' | ||
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- name: Release Please for main and develop branches | ||
if: github.ref == 'refs/heads/main' || github.ref == 'refs/heads/develop' | ||
uses: google-github-actions/release-please-action@v4 | ||
with: | ||
token: ${{ secrets.GITHUB_TOKEN }} | ||
release-type: 'simple' | ||
target-branch: ${{ github.ref_name }} |
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# Aquarium Capitalists Game - Structured Project Layout | ||
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## Table of Contents | ||
1. [Introduction](#introduction) | ||
2. [The Basics](#the-basics) | ||
3. [The Player](#the-player) | ||
- [Stats](#stats) | ||
- [Inventory Size](#inventory-size) | ||
- [Items](#items) | ||
- [Weapons](#weapons) | ||
- [Armor](#armor) | ||
- [Consumables](#consumables) | ||
4. [Resources](#resources) | ||
5. [Archetypes / Starting Bonuses](#archetypes--starting-bonuses) | ||
6. [Currencies](#currencies) | ||
7. [Items and Market](#items-and-market) | ||
8. [Quests](#quests) | ||
9. [Group Content (Guilds / Clans)](#group-content-guilds--clans) | ||
10. [Expedition Missions](#expedition-missions) | ||
11. [Equipment](#equipment) | ||
12. [Shop System](#shop-system) | ||
13. [Breeding and Genetics](#breeding-and-genetics) | ||
14. [Minigames](#minigames) | ||
15. [Monetization](#monetization) | ||
16. [Implementation Plan](#implementation-plan) | ||
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## Introduction | ||
- Brief overview of the game. | ||
- Objective and key features. | ||
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## The Basics | ||
- Gameplay mechanics. | ||
- User interface and navigation. | ||
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## The Player | ||
### Stats | ||
- Level | ||
- Reputation | ||
- Energy | ||
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### Inventory Size | ||
- Initial inventory capacity. | ||
- Upgradable slots. | ||
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### Items | ||
#### Weapons | ||
- Types and effects. | ||
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#### Armor | ||
- Types and benefits. | ||
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#### Consumables | ||
- Potions and temporary buffs. | ||
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## Resources | ||
- Types of resources (wood, sand, etc.). | ||
- How to gather resources. | ||
- Uses of resources (crafting, selling). | ||
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## Archetypes / Starting Bonuses | ||
- Tycoon: Increased revenue. | ||
- Innovator: Faster research. | ||
- Conservationist: Better fish health. | ||
- Magnate: Additional resources. | ||
- Visionary: Enhanced aesthetic appeal. | ||
- Geneticist: Exclusive access to rare fish. | ||
- Artisan: Increased efficiency. | ||
- Dealer: Lower purchase prices. | ||
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## Currencies | ||
- Premium Currency: Pearls. | ||
- Normal Currency: Shells. | ||
- Earning methods and usage. | ||
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## Items and Market | ||
- Shop items (aquariums, equipment, decorations). | ||
- Market dynamics and trading. | ||
- Quests for special items. | ||
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## Quests | ||
- Types of quests. | ||
- Rewards. | ||
- Quest progression. | ||
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## Group Content (Guilds / Clans) | ||
- Formation and management. | ||
- Idle resource donation. | ||
- Territory fights and map control. | ||
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## Expedition Missions | ||
- Locations: Coral Reefs, Shipwrecks, Deep Sea Trenches, Underwater Caves. | ||
- Teams: Pets and Hired Divers. | ||
- Expedition Types: Short, Medium, Long. | ||
- Rewards: XP, loot, stats, special items. | ||
- Progression: Upgrades, new locations, event expeditions. | ||
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## Equipment | ||
- Types: Filters, Heaters, Lights. | ||
- Upgrades and effects. | ||
- Integration with expeditions. | ||
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## Shop System | ||
- Initial setup and progression. | ||
- Items for sale: Aquariums, equipment. | ||
- Layout customization. | ||
- Level-locked tabs. | ||
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## Breeding and Genetics | ||
- Breeding programs. | ||
- Genetic traits and rare variants. | ||
- Integration with shop system. | ||
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## Minigames | ||
- In-game currency games: Blackjack, Memory, Russian Roulette. | ||
- Rewards and effects. | ||
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## Monetization | ||
- Skins and artist contributions. | ||
- Premium currency tradability. | ||
- Paid buffs. | ||
- Custom colors, icons, layouts. | ||
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## Implementation Plan | ||
- Phase 1: Core Gameplay Mechanics | ||
- Basic player stats and inventory system. | ||
- Initial resource gathering. | ||
- Implement archetypes and starting bonuses. | ||
- Develop basic shop system. | ||
- Create initial quests. | ||
- Develop guild/clan functionality. | ||
- Implement initial expedition missions. | ||
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- Phase 2: Advanced Features | ||
- Expand on breeding and genetics. | ||
- Implement advanced equipment and upgrades. | ||
- Develop dynamic market system. | ||
- Introduce minigames. | ||
- Implement monetization features. | ||
- Develop and integrate chat and account systems (potential Steam login). | ||
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- Phase 3: Testing and Refinement | ||
- Conduct thorough testing. | ||
- Collect player feedback. | ||
- Refine and balance gameplay mechanics. | ||
- Finalize and polish UI/UX. |
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