GCPP:Proposal-Tetra

From YPPedia

Puzzle Codename: Tetra

Contact
Username: Onona
Additional contact info: On Sage as Ladyonona ononaestona@yahoo.fr
Project forum thread: [1]



Game concept

A new puzzle that add Nature and agriculture topic to the game : its a new-Neolitic revolution in a piratry world...

Objective

Make fruits and herbs grow in your garden then sell them to market trying to meet people needs and make some profit...

Gameplay

On the screen u have a time changing season indicator for spring, summer, autum and winter. We may also have a crop threat indicator (pest, dryness, birds, etc.). Under this u have soil that will support plant growth and health. Many actions may be accomplished by player in proper order to have maximun harvest with minimum costs... These actions are basic or optional and only a number of 1 or 2 basic actions are allowed by season time. For example basic actions on a field are : grumb ground (to take out weeds), ploughing (to prepare soil), sow (put grain or corn into soil), watering (to help plants grow faster) and harvest... Optional action may be chosen as adaptative solution agaisnt threats : fertilizing (with cheap mineral as chalconite or telurium?) more watering (in case of dryness), pest control (with natural product of course), birds chasing or as drastic way to clean out by puting fire (destroy all !) It will be fine to give opportunity to choose between a simple garden to grows herbs (one field), a tiny farm with 2 or 3 fields, and large and collective farm with 5 or 7 fields, 2 or 3 bots and possibility to job pirates for a season or task (like harvest)... A field represent a jobbing position for one player or bot and represent a place and production of a ground square of 20 x 20 meters. For the manager/s of the farm it would be possible to purchase a simple farm at a land office and buy later more fields to increase size and production. Each season (a year long) will require to place a restock fund to allows more actions for players and pay them fees... Players production may replace automatic one in economical system for basic commodities ( Hemp, Sugar cane, Wood), fruits (bananas, pineapples, carambolas, etc.), herbs (Nettle, madder, etc.)


Scoring

managing good actions at right moment will make a optimal amount of harvest.

The player get score as he choose the right action for the right season, with minimun time loss and counter efficiently the threats... the player will be paid as the job chart set it with possibly +/- percentage. The farm owner will score with optimum amount of production (relatively to season condition and threats) and is responsable to sell this production at best price (time or place choice) to island market or cargo...

Variability

With good synchronization and speed of actions required a bonus or extra production will pop out like by natural magic

End criteria

The session is over with season end (after harvest is stocked)

Difficulty scaling

Threats on production may appear and affect plants faster...

Crafting type

I think no shop will fit for this new puzzle. May be government buildings can stand for land seller office

Known problems

This may be a complexe puzzle to develop. And i just realize it has nothing to do with Tailoring or Weavering...

Notes

I like the idea of farming activity that will be done with serenity in nice place. I imagine ppl will play at it alone or with a crew in quiet and reposing way like artists or gentleman farmer.

Images

Under construction...