Buildings
Players can spend the coins they earn within the PearUp software to buy buildings which will generate prestige, a resource that is showcased both to other players and on the leaderboard.
// Revenue and projects will NOT be present in the current MVP
Construction
To place a building, players need to:
- Tap on the buy button, which opens the window containing the buyable buildings
- Tap on a desired building, which closes the window (Player can only tap Building if they have suffficent funds to purchase building, and have met its pre-requisites)
- Tap/drag and drop on an empty lot, which then shows a preview of the building and the area of effect, as well as the increased stats
- Tap on the green checkmark, which ultimately places down the building
Revenue and Prestige
Prestige
// --> resources: prestige is used for leveling up. Ex: if you get 100 prestige you level up to level 2when you buy it you keep your prestige (See Resources#Prestige)
Prestige is automatically generated by the building per round. As soon as the player finishes an exercise, the round ends and they can return to the game where their buildings will have generated their prestige for the round. Alternatively, when the player opens the game after having finished 3 exercises, their buildings will have generated prestige for 3 rounds (3 times more than 1 round).
The exact amount of generated prestige is based on the amount of employees which occupy a slot within the building.
Slots
Each buildings will have a certain number of slots in which workers can be placed to occupy and man the buildings. The amount of slots will range between 1 - 4 for each building, with each worker taking up one slot.
Generalised Slots
Generalised Slots always utilise the employees highest ability, due to this it is the best Slot type. It is flexible easy and should be used sparingly.
Role Specific Slots
Role specific Slots utilise a specific role's stat and nothing else. These are good when the player wants to traain an employee in a specific skill, but aren't so good due to their low amount of flexibility.
OR Slots
OR Slots function precisely the same as Role specific Slots except that they have a choice of 2 roles, and the employee always utilise their higher skill in this role. A good mixture of the previously mentioned Roles.
AND Slots
AND Slots function similarly to OR Slots always having 2 roles associated with it, however unlike the OR Slots AND Slots take the stats of the two roles and utilise the avergae between them to determine the skill used for completing the task. Employees woorking in AND Slots need to be good in both skills to effectively function within this Slot.
Manned Buildings
Buildings with at least one slot occupied:
- create prestige by the amount of people active in them and their Base Value
- have their passive effects activated
Un-manned Buildings
Buildings with no slot occupied:
- don't create prestige
- don't have their passive effect activated
Automated Buildings
Some Buildings don't have Slots. Such Buildings are automated Buildings:
- Automated Buildings always produce their base Prestige
- Always apply their passive effects
Passive Effects
A building can have a passive effect which may influence other buildings around it. The area of effect may vary between them, ranging between 0 to 6 spaces. [PLACE PICTURE HERE]
There are a variety of effects Buildings can apply to themselves and other buildings within their Range of effect.
To describe these Effects to the player in simple terms we utilise Key-Words listed in the Buildings effect Panel.
(See -> Keywords)
All Buildings
Plans for Final Buildings:
6 Basic Buildings
6 Union Friendly Buildings
12 Corporate Buildings
12 Start Up Buildings
12 Service Buildings
Current Prototype Buildings :
Name | Cost (Coins) | Unlocked (Level) | Slots | Area of effect | Effect |
---|---|---|---|---|---|
Garage | 100 | 1 | 1 | 1 | Increase amount of prestige produced per round by 10 |
Van | 250 | 2 | 1 | 1 | Increase area of effect by 1 |
Office | 500 | 2 | 1 | 2 | Increase amount of prestige produced per round by 10 |
House | 1000 | 3 | 2 | 2 | Increase area of effect by 1 |
Big Office | 5000 | 3 | 2 | 2 | Increase amount of prestige produced per round by 20 |
Container | 2500 | 3 | 2 | 3 | Increase amount of resources received from gifts by 5% if House is not in range |
Apartment | 10000 | 4 | 3 | 2 | Increase area of effect by 2 |
Research Building | 6000 | 4 | 3 | 2 | Increase number of slots by 1 |
Wellness Center | 8000 | 4 | 3 | 2 | Reduce worker cost by 5% if Apartment or House is in area of effect |
Skyscraper | 20000 | 4 | 4 | 3 | Increases amount of prestige produced per round by 30 for each Research Building in area of effect
Decreases amount of prestige produced per round by 30 if Container is in area of effect |
Level Progression Unlocks
The following is a table that showcases the buildings and the rate at which players unlock them, as Buildings are ebing created this table will slowly be filled out with the actual names of the buildings unlocked at these Levels.
Base | Union-Friendly | Corporate | Start-Up | //Subsidiary | ||
Total | 5 | 6 | 12 | 12 | 12 | |
Level | 1 | 1 | ||||
Level | 2 | 1 | ||||
Level | 3 | 1 | ||||
Level | 5 | 1 | 1 | 1 | ||
Level | 6 | 1 | ||||
Level | 7 | 1 | ||||
Level | 8 | 1 | ||||
Level | 9 | 1 | ||||
Level | 10 | 1 | 1 | 1 | ||
Level | 13 | 1 | ||||
Level | 14 | 1 | ||||
Level | 15 | 1 | ||||
Level | 18 | 1 | ||||
Level | 20 | 1 | 1 | 1 | ||
Level | 24 | 1 | ||||
Level | 28 | 1 | ||||
Level | 29 | 1 | ||||
Level | 30 | 1 | ||||
Level | 34 | 1 | 1 | |||
Level | 35 | 1 | ||||
Level | 39 | 1 | ||||
Level | 43 | 1 | ||||
Level | 44 | 1 | ||||
Level | 45 | 1 | ||||
Level | 49 | 1 | 1 | |||
Level | 50 | 1 | ||||
Level | 54 | 1 | ||||
Level | 58 | 1 | ||||
Level | 59 | 1 | ||||
Level | 60 | 1 | ||||
Level | 68 | 1 | ||||
Level | 69 | 1 | ||||
Level | 70 | 1 | ||||
Level | 79 | 1 | 1 | |||
Level | 80 | 1 | ||||
Level | 99 | 1 | 1 | |||
Level | 100 | 1 |
Building Shop Design
It is important that we will be able to streamline all important information about Buildings in our shop.
As such here is an early Design concept as to how the Building shop could look.
There are still a couple more things that need to be implemented into the design on the left, such as what slot requires what Role, a placement for the description of the building (The educational content associated with it.) and the level and worker prerequisites the player fullfilled to gain access to the building in question.
Prerequisites
All Buildings have Level Pre-requisites, the level at which they will become available to the player. Though the player may already be able to see buildings that he is about to gain access to on his next relevant Level up.
However Prerequisites mustn't only be related to the player's prestige level but may also be related to how many employees the player has of a certain roler, or hwo many other buildings the player already has of a certain type.
All these details must be listed in the pre-requisits tab.
Buildings the player does not qualify for will not be shown to the player unless he would qualify if he had the next amount of levels to unloock said building, in which they would be shown as being greyed out.