straker / js13k-2021

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Determine types of buildings needed #5

Open straker opened 3 years ago

straker commented 3 years ago

So as I've thought more about the game, the more I'm thinking that less is more. Going off your idea that we don't need smelters to transform copper ore to usable copper, we can try to reduce the amount of steps to produce things as well as the number of buildings to do it.

Examples of buildings we could skip:

Examples of buildings we need:

Any thing else we should have or take away?

dllndv commented 3 years ago

I was thinking maybe a repair tool that applies the components to the ship needing repairs. there could be a couple upgrades for that tool as to either the speed of the repairs or the bandwidth of how many components it can repair at once.

straker commented 3 years ago

Good idea.

After thinking on it, I think I want the inserter and multiple types of miners. The inserter makes the limited space problem more interesting as you can't just fill the room full of miners and leave only 1 line for the belt. It forces you to plan better and see how many you can fit and still output to a belt 2 tiles away.

As for the different types of miners, it makes the problem of "how much of what type of resource" more interesting. Having 1 miner type getting everything isn't interesting, but trying to figure out what the optimal ratio of metal, gas, and liquid miners is. Plus you can change that ratio when you need more or less of one type.