Kyeudo
One Thousand Club
So, I've got to program an iPhone app for my senior project and decided I wanted to program a game. Trying to root around for which game to program, I came up with the idea to try doing a city sim using an Alchemical city. So, I'm looking for other people's brains to pick to flesh out my idea some. If I actually get this done in a publishable fashion, I'll see about putting it up for free use.
Right now, I'm trying to think of everything such a simulation would need to track. To start with, there's resources. The six magical materials will of course make the lists and definately metal, but what else would be a resource to use in expanding an Alchemical city?
Then there's simulating the citizens. I should probably track food consumption, but what else should I require people to manage as their city grows? Water? Sewage? Souls?
And then there's Alchemicals. What's the point of simulating an Autochthonian city if you can't have your own Alchemicals running around doing stuff? That, though, begs the question of what stuff should Alchemicals do? There's going to be a need for defense against gremlin attacks and so forth, but what would non-combat focused Alchemicals be doing in a simulated city? How detailed should be simulations of Alchemicals? Should I even bother to simulate their Charms? Broad categories of Charm packages?
Thinking out loud helps and any additional input would be appreciated, be they comments, suggestions, or criticism. Especially criticism. Knowing what is infeasible is often better than knowing what would be really cool.
Right now, I'm trying to think of everything such a simulation would need to track. To start with, there's resources. The six magical materials will of course make the lists and definately metal, but what else would be a resource to use in expanding an Alchemical city?
Then there's simulating the citizens. I should probably track food consumption, but what else should I require people to manage as their city grows? Water? Sewage? Souls?
And then there's Alchemicals. What's the point of simulating an Autochthonian city if you can't have your own Alchemicals running around doing stuff? That, though, begs the question of what stuff should Alchemicals do? There's going to be a need for defense against gremlin attacks and so forth, but what would non-combat focused Alchemicals be doing in a simulated city? How detailed should be simulations of Alchemicals? Should I even bother to simulate their Charms? Broad categories of Charm packages?
Thinking out loud helps and any additional input would be appreciated, be they comments, suggestions, or criticism. Especially criticism. Knowing what is infeasible is often better than knowing what would be really cool.