Let's progress technology together!
Version 0.1
This page used to double as the game design document.


By Ryan Tharp

CortexGames.com

@Cortex_Games

December 2015
Very inspired by Will Wright's early work

What is SIM.COMPUTER?

SIM.COMPUTER is a web-based semi-realistic 2D single player construction and management simulation game where users manage resources to build solutions to presented problems. We expect users to recreate exisiting popular technology and other items through history. But we also want to foster the ability to experiement and possibly create and test future technologies and ideas.

What is a simulation game?

"A simulation video game describes a diverse super-category of video games, generally designed to closely simulate aspects of a real or fictional reality. A simulation game attempts to copy various activities from real life in the form of a game for various purposes such as training, analysis, or prediction. Usually there are no strictly defined goals in the game, with players instead allowed to freely control a character.[1] Well-known examples are war games, business games, and role play simulation." from wikipedia: https://en.wikipedia.org/wiki/Simulation_video_game

Tools

There are 4 classes on tools. Each will have a cost.

Game Sequence

A player will be present with a problem defined as a set batch or continuous stream of information to be processed. The player will also be given a resource budget and a time budget in which to solve the problem.

Game Aesthetics Priorties

Discovery
Game as uncharted territory
Challenge
Game as obstacle course
Expression
Game as self-discovery

Reference

Target Audience

Unisex tinkerers from the ages of 5 to 75.

Marketplaces

I may put it on kongregate. Are there any other web-based platforms?

Cost

I expect the game to be free to play and supported by advertising

Game Atmosphere

No music, unless I can convince Jill to kick down some tunes.

Game Play

Modes

Process mode
Build processes at a high level to solve problems
Component modes
Individual component specializations and tasks
Logic Unit
individual CPU units
CPU
General dispatch management
Storage
Memory, temporary and long term storage scenarios (including controllers)
Input
Input devices: mice/keyboard/joystick/scanner/sensors
Output
Output devices: Video
Communication
Modems, Radios, etc
Peripherals
Printers, Sound card
Software
Operating system, Machine Language, Assembly

Winning/Losing Conditions

You win when your design met the conditions set forth in the task. You may (optimize or) modify a design while the task is running, however on a successful run, your final redesign will be locked and re-evaluated to make sure the design meets requirements all the way from beginng to end. If you fail to met the requirements, you're allow to reset with a fresh slate or keep the existing components. Bought components can be sold at any time for full paid price.

Ending

The game has no end. You can continue to refine. You're free to change tasks.

Game Elements

Each component will cost money, and have a processing delay. Component libraries and reuse should allow users to choose at what level they build: the micro or macro. Also users should be able to share their design that other users can import into their projects.

Key Features

Number of Levels

I hope to start small and add more and more levels/tasks until satsified or user-content-generation is possible.

Estimate Gameplaytime

I hope the tasks take between 30 minutes up to 2 hours for more complicated tasks.

Replayabilty

Only if you find resource management fun will you be driven to replay. Also if you like recreating things from the real world in the virtual world it'll be fun too. Depth of complexity will offer infinite fun and replayability.

Online activities

The initial development will not focus on online activities. Only after the core game is complete that we will include more traditional online interactions and a 1st party community platform.

Technical Documentation

Game Flow Charts

Task => Build => Test => Repeat

User Interface

Tool palette on left, unless on mobile then I may move it to the top. 2D scrollable map area.

Controller Scheme

2D Cursor style UI

HUD

Will show tasks status, timer and resource levels.

Player View

TBD

Game Architecture

Title Screen
Options Screen
Game Modes
End Screen

Player Elements

You buy shit

Player Definition

You the visitor to the web site

Player properties

Library of components will be developed over time. To be reused to progress in other tasks.

Player rewards

The satsitifaction of accomplishment and learning real world application of process will invest little time. Learning about managing complex systems.

Antagonistic Elements

The timer and resources. They run out and you might not be done.

Antagonistic Artificial Intelligence

Will have random streams to keep things fun. Maybe will develop additional types of stream when the game is more defined.

Global Game Elements

The Story

We may have design from computer history that you may have to complete.

Concept art

TBD

Audio and Sound Effects

TBD