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Merge pull request #7 from Fishbone-Aquatics/development
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SobieskiCodes authored Jul 8, 2024
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31 changes: 31 additions & 0 deletions .github/workflows/release-please.yml
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name: Release Please

on:
push:
branches:
- main
- develop

permissions:
contents: write
pull-requests: write

jobs:
release-please:
runs-on: ubuntu-latest
steps:
- name: Checkout Repository
uses: actions/checkout@v2

- name: Set up Node.js
uses: actions/setup-node@v2
with:
node-version: '14'

- 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 }}
145 changes: 145 additions & 0 deletions PROJECT.md
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# Aquarium Capitalists Game - Structured Project Layout

## 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)

## Introduction
- Brief overview of the game.
- Objective and key features.

## The Basics
- Gameplay mechanics.
- User interface and navigation.

## The Player
### Stats
- Level
- Reputation
- Energy

### Inventory Size
- Initial inventory capacity.
- Upgradable slots.

### Items
#### Weapons
- Types and effects.

#### Armor
- Types and benefits.

#### Consumables
- Potions and temporary buffs.

## Resources
- Types of resources (wood, sand, etc.).
- How to gather resources.
- Uses of resources (crafting, selling).

## 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.

## Currencies
- Premium Currency: Pearls.
- Normal Currency: Shells.
- Earning methods and usage.

## Items and Market
- Shop items (aquariums, equipment, decorations).
- Market dynamics and trading.
- Quests for special items.

## Quests
- Types of quests.
- Rewards.
- Quest progression.

## Group Content (Guilds / Clans)
- Formation and management.
- Idle resource donation.
- Territory fights and map control.

## 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.

## Equipment
- Types: Filters, Heaters, Lights.
- Upgrades and effects.
- Integration with expeditions.

## Shop System
- Initial setup and progression.
- Items for sale: Aquariums, equipment.
- Layout customization.
- Level-locked tabs.

## Breeding and Genetics
- Breeding programs.
- Genetic traits and rare variants.
- Integration with shop system.

## Minigames
- In-game currency games: Blackjack, Memory, Russian Roulette.
- Rewards and effects.

## Monetization
- Skins and artist contributions.
- Premium currency tradability.
- Paid buffs.
- Custom colors, icons, layouts.

## 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.

- 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).

- Phase 3: Testing and Refinement
- Conduct thorough testing.
- Collect player feedback.
- Refine and balance gameplay mechanics.
- Finalize and polish UI/UX.
13 changes: 12 additions & 1 deletion README.md
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## Screenshots
[<img src="https://github.com/Fishbone-Aquatics/Aquarium-Capitalists/blob/main/screenshots/WorkingGridExample.gif">](https://github.com/Fishbone-Aquatics/Aquarium-Capitalists/blob/main/screenshots/WorkingGridExample.gif)

[<img src="https://github.com/Fishbone-Aquatics/Aquarium-Capitalists/blob/main/screenshots/WorkingInventory.gif">](https://github.com/Fishbone-Aquatics/Aquarium-Capitalists/blob/main/screenshots/WorkingInventory.gif)

[<img src="https://github.com/Fishbone-Aquatics/Aquarium-Capitalists/blob/main/screenshots/ExpeditionsWorkWithDrops.gif">](https://github.com/Fishbone-Aquatics/Aquarium-Capitalists/blob/main/screenshots/ExpeditionsWorkWithDrops.gif)

## TODO:
Add tooltips/hover for item stats/descriptions etc.
Turn right side into a tabbed "settings" thing
one for equipment, settings and something else - stats should be a pop out button / details thing.'


## file layout
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## Commit docs
https://github.com/SobieskiCodes/Codefolio/blob/websocket/.github/workflows/CONVENTIONAL_COMMITS.md
https://github.com/SobieskiCodes/Codefolio/blob/websocket/.github/workflows/PROPERLY_SCOPED_BRANCH.MD
https://github.com/SobieskiCodes/Codefolio/blob/websocket/.github/workflows/PROPERLY_SCOPED_BRANCH.MD



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