Working title 'tgame' is provisional. Top-level samples/ and docs/samples/ are gitignored; visual/art pipeline lives outside this repo.
36 lines
1.4 KiB
Markdown
36 lines
1.4 KiB
Markdown
# Core Loop
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The engine that drives the game. Everything else hangs off this.
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```
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Gather (expeditions, AFK, background)
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↓
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Refine + Craft (active sessions, drag-to-station)
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↓
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Equip / Sell / Fulfill Patron Orders
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↓
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Hire & Upgrade Roster, Unlock Stations & Regions
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↓
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Send better-equipped teams to richer zones → better materials
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```
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Crafting is the engine. The meta-game exists to feed crafting more interesting inputs, and to give crafted output a destination.
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## Pacing
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Hybrid active + idle:
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- **Active** — when you sit down to play, you're *deciding*: picking ingredients, combining at stations, choosing expedition teams and destinations, managing the roster.
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- **Background** — slow processes tick while you're away: expeditions are AFK timer-resolved, long crafts (smelting, fermenting, curing) finish in the background, the hire pool refreshes daily.
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Mobile cadence: pick up for 5–15 minutes, put down, come back later, find new things waiting. Never required to grind.
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## Why this loop
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Each step of the loop is a *pull* into the next:
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- You crafted a great dagger? Now equip a soldier with it.
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- Better-equipped soldier? Now you can escort gatherers into harder zones.
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- Harder zones? Better materials drop.
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- Better materials? More interesting crafts available.
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- More interesting crafts? Patrons pay more for them, fund the next round of hires.
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No step is a dead end, no step is filler.
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