Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

Tradesmen [A Rather Unique Rpg]

TRADESMEN

No battles, no grinding, no monsters.

The General Idea:
"Tradesmen" will revolve around the world of Bricklayers, Plumbers, Electricians, Roofers, Carpenters and other trades of construction. Starting as a labourer (someone who does basic tasks on a site. Mainly involving destruction work.), you will learn more about how things work on a building site. If you learn enough, you may even begin to follow the trade of your choice. But your career doesn't stop there. Once you have built a name for yourself and the job offers are flooding in and over your limits, you might even want to start hiring people for yourself. Go on the search for labourers or if you've made some friends in your working life, hire a recommended person. But perhaps that's not enough? Your labourers can only do so much, and before long you might want to expand further. You can begin to think about hiring other tradesmen to work for you on those jobs you don't have time to complete. Who knows, you might even start thinking about building your own head quarters and making an entire business in your legacy.

Trades:
At the moment, these are the trades that will be available to the player and present in NPC nature. (Note: the nicknames for the professions are actual nicknames, not one's I've just fabricated)
-Brick Layer (Brickie)
-Electrician (Sparky)
-Carpenter (Chippy)
-Plumber
-Roofer
-Plasterer
-Decorator

Attributes:
Both the player and NPC's will have these attributes. Some will be hidden, and some will be available to find out through asking the NPC, checking your character page or by using tools.

-Variable Attributes

Variable attributes will vary depending on the current situation or long term situation. They are discoverable in the character page, or by examining NPC's
--Muscle
This will determine the maximum allowed amount of load (carried objects/tools) the effectiveness of some hand tools, and will also limit the tools that can be used.
--Intelligence
This will alter the chance of the person involved making mistakes and may also prevent them from using certain tools and performing certain tasks
--Education
This is the fastest changing stat there is. It will gradually deplete, but replenish if they try something with a higher risk of failure or something they are not used to.
--Manners
This is more or less fixed, but will change slowly depending on the people they spend time with. It will effect morale, and may even (if it's too low) cause fights between workers
--Awareness
An important attribute that effects chance of acidents happening, morale and the interactiveness between workers. May also slow the worker down due to increased thinking time
--Speed
How fast the worker moves and collects objects/tools. It is actually calculated from Will, Muscle Awareness and Intelligence, but appears at an attribute, meaning the player doesn't have to work it out themselves.
--Will
The will to actually work. It will deplete quickly if the worker is doing something they do not enjoy, working while injured/exhasted or working around people with little manners or awareness. Will increases when doing something they enjoy, when above healthy or when working around people they like. It effects all other attributes. If it falls too low, it may cause injuries. The worker may even decide to quit the job.

-Hidden Attributes
While some are completely hidden, there may be situations where it is subtly displayed (such as on a tea break during discussions between workers, or. These do not change
--Appearance Rating
Sometimes an ugly person will go down well with a client. Sometimes it may even distract other workers. It will effect morale and awareness.
--Trade Skills
One skill for every trade. Every worker has a skill level in every trade, meaning it is possible for one worker to go outside of his/her normal tasks (although the difference between the trades will be quite large). They slowly deplete if not in use, but some trades may not be worth maintaining if other workers have the field well covered. It will effect the quality and speed of work
--Age
Age will begin to develop strength and intelligence at increase rates when on a younger worker. As the age stretches into the bigger numbers, strength will begin to deminish, but intelligence expands faster. It may effect other workers awareness and morale
--Gender
Not all that hidden as you may imagine, but one that is never displayed in words. It will effect worker interaction, strength, morale and awareness.
--Luck
Completely hidden. Effects chance deciders. Fixed.

(there may be one or two I'm forgetting, but I'll come back to this)

COMING SOON:

Vice/Virtue (workers will have special effects that take place under certain conditions. eg Virtue:Concentrated~Decreases the effect of prolonged work by 40%, Vice:Sensitive Eyes~While performing breaker work on bricks or plaster, the worker will have to stop for 5 seconds every 45 seconds to clear their eyes from dust, Combination:Thinker~All tasks take 20% longer to complete, but risk of accidents occuring fall by 35%)
Surge! (Sometimes a workers morale can overflow, and kick them into a Surge! state. This state will increase all of the attributes by a morale-dependant percentage, allowing them to break their limits. But if a worker carrying more than they usually could due to Surge! drops out of this state, they will drop everything they are holding and quite probably injure themselves.)

The Work:
On the many building sites that await your labour, there are various tasks that will be requested by the client (or set by you) and you can complete these yourself, or assign workers to do them.

But first, the materials
-Materials
These will appear in the object area (delivered to your work location ready to be used on the job) or is waiting to be placed in the skip (when demolition is in action, rubble is left behind)
--Wood
Used for establishing joists in the ceilings, and the structure for the roof
--"Red Brick"
The smaller bricks used for walls that will be on display or for more fiddly work
--"Slab Brick"
The chunkier, cheaper bricks used to reinforcement and walls that will be plastered over.
--Tiles
For the roof and sometimes decorator
--Wires
Includes all electrical fittings. Used only by the electrician
--Plaster
For covering the walls. A plasterers reason for being
--Furniture
Although not technically a material, special objects will appear in the object area for the decorator, ready to be placed where you order or are ordered to place them.

-Tasks
--Rubble clearing
The bottom-of-the-pile assignment. The worker will take objects to the skip by default, but some left-over materials may be moved elsewhere to be re-used (Some jobs will not allow re-used materials, the ones that do fall under the "rough" jobs category)
--Breaking
One step up. The worker uses hand tools or power tools to demolish walls or other fixtures. A rubble pile will be created beside the breaking area, if the rubble pile get above 30% of the total amount to be demolished, the breaker suffers a x3 chance for injury and slows down 50% due to not having enough room to work.
--Rough Jobs
These jobs are the quickest constructive job there is. They allow all re-used materials apart from plaster and are the least rewarding to the worker. (involves filling holes with hardcore (R.Brick/S.Brick) or re-wiring (low electrician rate needed)
--Medium Jobs
Although still not all that challenging, these jobs require a high trade skill to perform. They will always re-use wood and tiles unless a certain site effect is in play (eg the wood has woodworm)
--Advanced Jobs
The more dextrous the job, the more rewarding. These jobs will only accept completely fresh materials, making them expensive. Although they are often very neccessary (eg constructing a wall, establishing a full water connection, connecting a room with electric)
--Management
While this is technically not a job, it will be used later on in your career. Set out a plan of tasks for workers to follow and you can, if you want to, sit back and watch them scurry around.
How the client system works:
There will be 20 maps containing basic housing with plenty of room for expansion, aswell as 10 empty maps for you to use from scratch (1 for your HQ 1 for your own home and 8 for client requests- also known as the storyline areas)
The 20 maps will request changes and expansions and will stay that way until you return to alter it some more. This will mean that you will expand each map bit-by-bit, watching the building grow!
The HQ map is yours to plan out yourself. you will be the architect, and place whatever you want wherever you want.
The home map is slightly smaller than the HQ map, and also quite a lot cheaper. A good investment as it brings all sorts of new features into play and allows you to store your own personal tools.
And finally, the final 8 maps are fixed in the requests that are made. The first map will be more of a tutorial, and you will return here whenever you have moved up in the world (labourer/tradesman/homeowner/businessman) to run you through what you can do.
The next 6 will be tests of your personal management aswell as your worker management. sometimes it will have a time limit (in game time days) while other times it will have a restrictive budget. The final map will be the "final boss" equivalent. You will need a huge pool of trade skill in yourself and in your workers and enough money to pay for resources as well as renough reputation to accept the requests themselves.
I think I have covered everything.
Thank you for reading, please tell me your thoughts and opinions.

To-do list:
-Add "Vice/Virtue" explanation and list into worker attribute section
-Add "Surge!" explanation and calculation
-Add "Map Condition" explanation and list (eg Woodworm, rainy day etc)
-Add Game resources section
-Write up description of needed scripts
-Consider other things to add to the to-do list :P
 

Spoo

Sponsor

It's concept development. You don't need screenshots.

I really like the concept, and the idea of developing skills involving construction instead of combat definitely has some appeal. Keep it up man.
 
Have u done all the mapping yet? If u need a hand, i'm willing to give it a shot. It sounds real promising. Good luck.
 
Thank you very much for your words of encouragement, any and all suggestions would be appreciated too :grin:

So basically you go from a worker to a contractor?
More or less, yeah. The lines aren't all that solid though, you can still work and contract at the same time, but after a while you might want to concentrate on management rather than labour. So in short, yes :biggrin:

Have u done all the mapping yet? If u need a hand, i'm willing to give it a shot. It sounds real promising. Good luck.
Not yet, it's still in it's development stage. I forgot to mention in the post that all resources will be custom, mainly because the RTP simply wouldn't work with the game style.
Thanks for the offer, I'll give you a shout when we get that far :grin:
 

EpE

Member

wow a person with great Ideas =D
unlike Sigth* some big company games being released in a rush .. ending in big disappointments =x

Keep up with the Ideas ... im sure this game would sussed =)
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top