Project requirements
From Charm Cities Wiki
- This article remains incomplete. Please watch for future updates.
This is an overview of the fundamental project requirements of the game tentatively called Charm Cities:
Contents
Minimal Requirements
The game is accessible
The list below is adapted from the Game Accessibility Guidelines project based on what seems practical to achieve in a city-builder game.
- All actions are available via pointer device
- Pointer sensitivity is adjustable
- Any action that requires click and drag can be remapped to work another way
- Any action that requires a button to be held down can be remapped to work another way
- Remappable keyboard shortcuts are available for key functions
- UI elements like icons and menus can be resized
- UI elements are predictable and do not move on their own
- UI elements can be rearranged and resized
- UI elements have a visually distinct hover state
- UI elements have individual, unique, and predictable associated sounds
- Can run in windowed mode to allow use of virtual keyboards
- Provides a quickstart option to skip complicated game start menus
- Uses simple clear language, formatted simply and in high contrast, with key words highlighted
- Allows user to switch to a font designed for dyslexic people
- Where possible, includes audio recordings of critical in-game text
- Includes a replayable tutorial system and in-game contextual help systems
- Avoids any elements that might cause photosensitive epilepsy
- Allows non-critical background animations to be disabled
- Shows a thumbnail and brief description of game state with each savegame file
- Allows diegetic city audio, UI sounds, music, and voiceover volume to be controlled (or muted) independently
- Avoids using color as the only means of conveying information where possible
- Uses yellow-blue color gradients to convey information rather than red-green gradients by default, and allows remapping to alternate gradients
- Ensures the cursor is always visible and allows the user to change cursors
- Online help is optimized for screenreaders
- Avoids using sound as the only means of conveying information
- Includes visual cues for important in-game audio, including subtitles for speech
- Allows audio to be switched between mono and stereo
- Remembers all accessibility settings between sessions
The game is a desktop city-builder game
- Is capable of running on a typical, 3-5 year old desktop computer at a reasonable framerate
- Allows the player to represent, in some capacity, the leadership of the city (or the city itself!)
- Gives the player broad authority to affect the overall direction of the city, but not to micromanage the lives of individual citizens
- Leaves the player's objectives up to the player, who will rarely if ever reach a win or loss state
- Depicts the city from a bird's eye view in full 3D
- Depicts a generally contemporary setting
- Uses UI elements and overlays to provide the player with information about multiple aspects of the city's status, so that they can decide if they are meeting their objectives, including
- population
- wealth
- citizen happiness
- land value
- access to utilities and amenities
- burden on transportation networks
- pollution
- Begins by default by presenting a terrain map representing a greenfield site where the city is to be founded ex nihilo
- Provides the player with a starting pool of funds with which to found the city
- Allows the player to use those funds to directly construct "ploppables":
- transportation networks such as roads, rails, paths, and public transit
- utilities such as electrical grids and water/sewer distribution networks
- amenities such as schools, parks, and fire stations
- Allows the player to designate zones where "growables" will appear if the player has provided sufficient amenities
- Differentiates, at a minimum, residential, commercial, and industrial growables, each of which grows in its own zone
- Simulates citizens, or HONs, who live and work in growables
- Simulates HONs building more and more expensive growables as land value increases due to increased amenities
- Allows the player to derive income from the economic activity of HONs, forcing them to balance income and expenses to stay solvent
- Allows the player to set policies which affect the behavior of HONs and the shape of the city
- Allows the player to speed up and slow down or pause time while still taking actions
- Unlocks new options as the city increases in population, wealth, happiness, or other metrics
The game adds something new
- Is set in a society which, like our own, features power differentials
- Classifies HONs into at least two groups with differing power levels in the game society
- Simulates interactions between HONs that model real-world behavior across power differentials
- Provides the player with information about the status not just of the city as a whole but of each group in particular
- Places the player's city in the context of a larger province with its own leadership
- Changes the player's relationship to the provincial leadership based on the player's gameplay
Big Ideas
- procedural assets
- wildlife simulation