- https://dojotoolkit.org/reference-guide/1.7/dojo/index.html#dojo-index (I'm using mostly pre-1.7 dojo functionality)
Most recent roadmap: https://trello.com/b/cecIwqp2/kittens-game-roadmap Please feel free to add other suggestions.
In a grim and dark future of the catkind no one can hear you scream.
- Good: mythical monsters, elder artifacts, arcane technologies, lost civilizations
- Bad: elves, fairies, robots, owls
General Design Principles
- It's better to reuse existing buildings and resources rather than introduce new
- Active gameplay should be encouraged if possible, but should not be an absolute requirement to play.
- Every problem or bottleneck should be addressed in multiple ways (E.g.: Tradepost to reduce fur consumption AND hunting upgrade to get better yield)
Every solution to a problem should create a new problem
Design things difficult first and address them with upgrades later
- For god's sake never ever nerf anything
Think how things will scale at later stages. You have a rare resource that cost 1M unobtainium? Someone will be able to farm trillions of them.
Try to introduce some varieties in mechanic but stay withing established rule system.
- For example, hunt require catpower, grants you various resource and have a chance of giving you something rare
- Similarly trade require catpower, grants you various resource and have a chance of giving you something rare.
- Everyone are really comfortable with trade mechanic because it speaks in familiar terms that players have learned already.
Don't use %reduction effects. For every problem it may solve, a trillion new issues will appear.
- Don't use price reduction effects. If you do, be extremely careful.