nolastan / Frat-house-tycoon

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Changing Rewards Dynamically #8

Closed dtyberend closed 12 years ago

dtyberend commented 12 years ago

On our board game, sometimes the rewards for a given category would be determined from the number of member committed to that category (e.g. +1 rep for every member over 3) and the frat's inventory of "bought" items (e.g. +2 rep if your frat has a computer). Currently, we don't have this capability because the turn data is static (i.e. in the structures in events.js). Not sure what the best way is to resolve this. One ides is to make the turn info structures into classes (I was looking at this last night and it seemed daunting given my knowledge of javascript). Another idea would be to add data to the structures so that could be decoded in threshold.get_effect.

pcarleton commented 12 years ago

I was thinking about this as well. One way to do it would be to have a "base" and then a multiplier, so each reward would be (base + multiplier*members). For the item bonus, we could do a separate 'bonus' field. I'm also planning on making a card generator form (kinda like gravity man's level editor) so you can feed the data in and it will spit out an object so we don't have to fuss with all the syntax and spacing every time

pcarleton commented 12 years ago

Also, with the new gameplay, the "members" reward is now going to be the "rushees" reward. You'll get rushees based on your rush score for that round

pcarleton commented 12 years ago

It was simpler to make it so the rush reward affects how skilled the rushees are, but that will be easy to change if we choose to do so later.

The event generator now takes in base and multiplier values for making new events.