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Fill out the basics of the project.
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## Aquarium Capitalists Game - Structured Project Layout
Aquarium Capitalists is a game about owning an aquarium shop.
Here you'll breed aquatic life, go on expeditions, complete quests, gather solo or with your (shoal or school tbd).
# Aquarium Capitalists
A game about owning an aquarium shop.

## What is currently being developed:
- 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)

- 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.
- We can start with 5 minutes
- When the "page refresh" is triggered, we can have a "while you were gone" screen.
- To track the progress we need to start updating a "last_action" game state when doing actions/updating the game state.
- https://chatgpt.com/share/67721c97-4af0-8000-9111-a817736386ef



### Known bugs:
- [Inventory eats multiple equiped items](https://github.com/Fishbone-Aquatics/Aquarium-Capitalists/issues/55)

## Table of Contents
- [Introduction](#introduction)
- [The Basics](#the-basics)
- [Archetypes / Starting Bonuses](#archetypes--starting-bonuses)
- [The Player](#the-player)
- [Aquarium Shop](#aquarium-shop)
- [Status](#status)
- [Progression](#progression)
- [Offline Progression](#offline-progression)
- [Shop Decay](#shop-decay)
- [Currencies](#currencies)
- [Level](#level)
- [Experience](#experience)
- [Skill Experience](#skill-experience)
- [Skills](#skills)
- [Expeditions](#expeditions)
- [Gathering](#gathering)
- [Inventory](#inventory)
- [Stats & Equipment](#stats-and-equipment)
- [Skills](#skills)
- [Currencies](#currencies)
- [Resources](#resources)
- [Items and Market](#items-and-market)
- [Items](#items)
- [Consumables](#consumables)
- [Quests](#quests)
- [Group Content (Guilds / Clans)](#group-content-guilds-tbd)
- [Expedition Missions](#expedition-missions)
- [Shop System](#shop-system)
- [Breeding and Genetics](#breeding-and-genetics)
- [Minigames](#minigames)
- [Monetization](#monetization)
- [Implementation Plan](#implementation-plan)
- [Other Ideas](#other-ideas)
- [Stats & Equipment](#stats-and-equipment)
- [Resources](#resources)
- [Currently Planned Features](#currently-planned-features)
- [Fishing](#fishing)
- [Crafting](#crafting)
- [Shop System](#shop-system)
- [Chat](#chat)
- [Cloud Saves](#cloud-saves)
- [Breeding](#breeding)
- [Group Content](#group-content)
- [Items and Market](#items-and-market)
- [Quests](#quests)
- [Potential Planned Features](#potential-planned-features)
- [Minigames](#minigames)
- [Euchre](#euchre)
- [Underwater Battles](#underwater-battles)
- [Memory](#memory)
- [Archetypes / Starting Bonuses](#archetypes--starting-bonuses)
- [Monetization](#monetization)
- [Expanded Backpack](#expanded-backpack)
- [Extended Shop](#extended-shop)
- [Wiki](#wiki)

---

## Introduction
- Brief overview of the game.
- Objective and key features.
- Its a game designed around years of in real life time, its a long and slow game. It's not meant to be sat on for hours on end all day. (though hopefully we get enough content)
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
- 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.
- Anything "daily" should be contributions to "guild" with "premium" reward if we have any premium (tradable) currency.

## Group Content guilds tbd
- Guilds / Clans or "schools/shoals"
- Formation and management.
- Idle resource donation.
- Territory fights and map control.
- Guilds - or "schools/shoals"
- Group expeditions
- Requires people online within the last 24 hours
- Resource donating/trading/team gathering
- More people = quicker time
- Quests
- Collect and donate
- Clan building to upgrade/build
- Similar appearance to an aquarium shop (can be reskinned for depth)
- Only guild master/co-owners can upgrade; all members can view/read
- Guilds can buy shareable perks that upgrade XP earned for players and can be further upgraded
- Collaborative breeding/genetics/research
- Achieve certain traits/colors/patterns
- Pooling of resources to split offspring
- Breeding might originate from guilds to foster community-based gameplay
- Exhibits to earn reputation/resources
- Could have a weekly community voting system
- Auctions/sales/trade orders to other "shoals"
- Environmental cleanup as a task/quest
- Completing trade orders
- Other guilds might be looking for supplies you have as a player or as a guild

## 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.

### 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
- 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
- Integrate a DB
- 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.

Core mechanics & gameplay.


## potential rewrite for phases:
This will consist of the basic functionality and the initial things to do, expeditions, players shop, gathering.
Leveling (and level locks), stats, equipment.
It will include things like tests, versioning and a basic deployment pipeline.

Additional gameplay mechanics
This will be the stuff that adds some depth to the game.
Breeding / genetics / minigames / clans / ironman etc.

Advanced features
This will be things planned for the future after release - laying out baselines and ideas / projects.

Testing and refinement
This will be where we test everything

## Other Ideas
Guilds could have spying/sabatoge of rankings / supplys

### 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](https://github.com/Fishbone-Aquatics/Aquarium-Capitalists/blob/development/README.md) perhaps you could visit the [Aquarium Capitalist Wiki](https://probsjustin.notion.site/Aquarium-Capitalist-Wiki-7791bdfec9534b94a74e4a820125c1fe?pvs=4).

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