Fort Z | Update 1: The Power of 3

Much of the start of the project was spent defining the rules and systems of the game.  In the interest of keeping things simple, everything was conceived in threes.  Three units, 3 resource types, 3 room types and 3 primary systems.   How everything related to one another was next.

Unit Priorities

Zombies kill survivors and destroy rooms along their path, but will not steal resources.

-Bandits steal resources [food or salvage] and kill survivors, but will not destroy rooms.

-Survivors gather resources and build rooms, but do not kill other survivors.

This triumvirate is expressed in the venn diagram below.

What helps to keep the design focused is asking what the verbs are.  When exploring the above diagram further for what is in common between sections you find the verbs: Drains, blocks, and creating.  The second Venn below illustrates the design intent by defining the verbs of the game:

What do you Gather? Resources and Survivors

What do you Manage? Rooms and Resources

What do you Defend? Survivors and Rooms

With a firm idea of rules and systems we’re now at a point of getting them running as a first prototype on Unity.  We’ll then be able to start experimenting and testing the below set of metrics.  All values are preliminary values only and just indicative of the relative value to each other.

Unit Metrics

Unit Type Health H Value Speed S Value Carry Cap C Value
Survivor  100  2  10  2 5 salv 2
Zombie  50  3  5  3
Bandit  150  1  15  1 15 salv 1

* placeholder values only

Room Metrics

Room

Width

Flexibility

Value

Cost

Cost Value

Worker Cap

WC

Value

Resource Cap

Production

Rate

Living Quarters

1 cell

1

20 salv

4

1

4 survivors

Garden

3 cells

4

10 salv

1

4

4

120 salv

2 food/sec

Storage

2 cells

3

15 salv

2

2

3

50 food

* placeholder values only

Resource Metrics

Resource Type Acquisition Difficulty AD Value Spawn Rate SR Value
Food Easy 1 Fast 1
Salvage Medium 2 Often 2
Survivors Hard 3 Rare 3

* placeholder values only

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