Here is a snapshot of my current project:
Update - Much more to report today than yesterday! After reviewing my current dictionaries and data points, I attempted to reimagine them with some of the concepts I learned last semester from Database 1. Doing this helped me better visualise what were the main entities I needed separate dictionaries for, and what were merely attributes of those dictionaries. From there, I set out to update my existing coordinate dictionary with a turtle attribute, to store a turtle associated with each grid square if one is made. I also defined a dummy building subclass of turtle, and was able to successfully make those dummy buildings appear on command and go to a place. Currently I’m not storing much of the building’s personal data inside the building itself, and instead have that in dictionaries. I’m unsure whether I’ll leave that the way it is, or pack that data into the building class. I also made an actual building class similar to the dummy building, and a function that will only let you build a shop in a square if you have enough money. Next up, I want to set up a game loop clock which will track how long the game has been running, and give the player money every so often based on their income. From there, I can expand out the building library, and set up building keys for the other types of buildings. For now, the other attributes won’t have any effect, and buildings will simply cost money and make money.
Here is my milestone plan as it currently stands:
- Make a grid layout for the town
- Decide on building types
- Town center, housing district, shops district, power plant, entertainment district, fire station
- The Game Design: Buildings cost money to build. They then need power and / or population to work. Houses provide room for more population, but entertainment is needed to draw people to town. Shops provide income, power plants provide power. People randomly move to town if it has positive entertainment, or move away if it has negative. Town Center provides some basic resources, so you can never go to zero. Optional fire station defends against optional fires which might randomly burn down buildings.
- Create a dictionary with building stats to pull from
- Start with an empty dictionary
- Define the town center
- Define a dummy building
- Later, define additional buildings
- Create a separate dictionary for current game state values
- Make a dictionary with all relevant stats to be tracked or counted
- Start all values as zero
- Create a dummy building to start, to test out clicking into squares and building something
- Create a new turtle
- Associate that turtle with a coordinate
- Give that turtle a building type
- Pull stats and an image from a dictionary of buildings
- Cursor turtle which highlights selected square, deselects upon second click
- Add the rest of the buildings, allow the player infinite money to build whatever for testing
- Create a game loop clock, to periodically update game stats
- Start with shops, make money, build more shops
- Add the gameplay rules functions one by one, to check the various parts of the game state to see what you can or cannot build
- Allow players to demolish a building
- Allow players to upgrade a building
- Fill out help screens, to inform the player of how to play, what does what
- Add a small bar along the top which prints current resource values
- Add a game win state when the town center is fully upgraded
- Quality check - give the whole thing a pass to make sure everything is exhaustively explained / printed at each step, things are at least sort of balanced
- Add saving, where the important game state variables are written to a txt file
- Add random fires and the fire station, which blocks them
- Add pop up ui elements when a player clicks on a square
- Add multiple levels, with different city maps
- Improve graphics
- Add turtle townspeople who wander around