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Game Mechanics: Daily Life





CURRENT: 


BOARD GAME DESIGN: 

So, the game's final resolution is determined by a simple formula: 
Score1+Score2+Score3+Score4 = TOTAL SCORE. More is better 

Score1 is 'Valor minus Fear', Score2 is 'Hope minus Despair', Score3 is 'Knowledge minus Confusion', and Score4 is 'Solidarity minus Disunity' 

Other formulas may alter this basic metric, but the idea is to have as high virtues (valor, hope, knowledge, and solidarity) in the labor movement, with minimal ailments (fear, despair, confusion, disunity) 

How do you gain these values? 

FOR VIRTUES: 
individual actions (placing a birb X, at a given location Y, with task Z) can give one-off effects that improve your Virtue Scores. They can also create permanent investments. Investments will passively generate small increases to your Virtue Scores each turn. 
(As of right now, Investments and Virtue scores will not decrease due to game mechanics, but we can change that if we want). 

FOR AILMENTS: 
Ultraviolet Industries Inc, as well as Tweela Banking can play effects as well as create Chronic Problems. These will likewise create one-off increases to Ailment Scores, and, Chronic Problems will passively increase Ailment Scores each turn. 
Unlike Virtue Scores, Ailment Scores CAN be reduced. Furthermore, Chronic Problems can be neutralized at the expense of player resources (most notably, time spent by our birbs that they could do otherwise) 

Furthermore, random events will occur that can alter Virtue and/or Ailment Scores.



UPDATE WITH MORE MATHS: 

here's the current list of locations where Birbs can be sent to on a night cycle 

RESIDENTIAL 
1) apartment complex (home) 
2) soup kitchen 
3) community center 
4) saloon 
5) Holy Site
6) music hall 
7) cafe 
8) library 
9) fire and police station 
10) bank 
11) marketplace 

MUNICIPAL 
12) city hall 

COMMERCIAL
13) public park 
14) museum
for each faction, here's where you can find them (maybe multiple locations for each function: 

1) Journalists
  Music Hall [you can meet (and/or spend time) with Huitzi here, who is your link to the faction listed above] 

2) Musicians, actors, visual artists
  Cafe [you can meet (and/or spend time) with Nneka here, who is your link to the faction listed above] 

3) Writers
  Library [you can meet (and/or spend time) with Gurshan here, who is your link to the faction listed above] 

4) Religious organizations
  Holy Site [you can meet (and/or spend time) with Chiawke here, who is your link to the faction listed above] 

5) University students and technocratic professors
  Cafe [you can meet (and/or spend time) with Shuyal here, who is your link to the faction listed above] 

6) Political idealogues (domestic communists, socialists, and/or anarchists
  Cafe [you can meet (and/or spend time) with Salamin here, who is your link to the faction listed above] {should we change this to another birb?

7) Lawyers and judges
  Holy Site [you can meet (and/or spend time) with Jiwa here, who is your link to the faction listed above] 

8) Small business owners
  Community Center [you can meet (and/or spend time) with Quovu here, who is your link to the faction listed above] 

9) Veterans
  Community Center [you can meet (and/or spend time) with Vira here, who is your link to the faction listed above] 

10) Populist politicians
  Public park [you can meet (and/or spend time) with Shanu here, who is your link to the faction listed above] 

11) Foreign figures
  Soup kitchen [you can meet (and/or spend time) with Alondr here, who is your link to the faction listed above] 

12) Class traitor elitists
  Museum [you can meet (and/or spend time) with Tomil here, who is your link to the faction listed above] 

13) Underworld figures
  Marketplace [you can meet (and/or spend time) with Kayati and/or Tawodi here, who are your link to the faction listed above] 


this means, if I send Veezal to the Soup Kitchen for the night, he can spend his action to establish further bonds with the Foreign Figures faction 

this action will have a higher Bond Strength score based off of the SUGGESTIONS FOR INPUTS table (seen below) 

each faction will grant virtue points based on a multiplication of the aforementioned BOND SCORE, and their set rewards, listed under SUGGESTIONS FOR BENEFITS

let's say that the Labor Movement currently has a Valor Score of 100, a Hope Score of 100, and a Knowledge Score of 100. Let's also say that the Labor Movement is at Rank 4 (out of 10) with Foreign Figures. Let's say that means we have 800 influence points with them (and we move up to Rank 5, at, I guess 1000?)

since Veezal is accessing Foreign Figures, he does a simple calculation: 
since Foreign Figures has a 'input value' of hope40%, knowledge10%, valor50%, 
then, we take our existing values of 100, 100, and 100, and it gets turned into 40, 10, and 50 (multiply by percent) 
so, this turns into 40+10+50=100. We take that 100 and add it to our existing 800, and this turns it into 900. Not enough to upgrade it to rank 5. 

Now we look at the dividends: the second table says that 

Foreign Figures gives us 40-40-20 for hope, knowledge, and valor. So let's divide this by, I guess, 10? 
now we get 4, 4, and 2 points. At the end of the night, our virtue scores are now 104, 104, and 102 

HOORAY

All of these numbers need tweaking

Now let's look at some ANTAGONIST ACTIONS. 

Ultraviolet Industries Inc (and later, Tweela Banking) will play cards to affect the board. They can do this by both directly increasing any of the Ailment scores (Fear and/or Despair and/or Confusion and/or Disunity), or by creating and/or enhancing a Chronic Problem which will passively generate any of those 4. Here's a list of some Chronic Problems: 
  Bribed Official (these are placed at any of the squares. As long as they are on said square, attempts to further invest in Factions based there work with a penalty [a fraction equal to 1/(N+1), where N is equal to the amount of Bribed Officials]) 
  Punitive Overseers (these are placed directly on the Power Plant space.  As long as they are at the Power Plant, these will directly inflict Fear points every turn)
  Spies (these are placed at any location. Until they are dealt with, they inflict Ailment points on the Labor Movement based on that square)

SUGGESTION FOR INPUTS

SUGGESTION FOR INPUTS

Hope

Knowledge

Valor

1) Journalists

70

30

0

2) Musicians, actors, visual artists

80

0

20

3) Writers

60

40

0

4) Religious organizations

70

0

30

5) University students and technocratic professors

30

70

0

6) Political idealogues (domestic communists, socialists, and/or anarchists

10

60

30

7) Lawyers and judges

10

30

60

8) Small business owners

30

20

50

9) Veterans

20

10

70

10) Populist politicians

30

10

60

11) Foreign figures

40

10

50

12) Class traitor elitists

0

100

0

13) Underworld figures

0

20

80



SUGGESTION FOR BENEFITS:

SUGGESTION FOR BENEFITS

Hope

Knowledge

Valor

1) Journalists

10

70

20

2) Musicians, actors, visual artists

80

0

20

3) Writers

10

50

40

4) Religious organizations

60

0

40

5) University students and technocratic professors

50

40

10

6) Political idealogues (domestic communists, socialists, and/or anarchists

10

40

50

7) Lawyers and judges

20

80

0

8) Small business owners

40

30

30

9) Veterans

30

10

60

10) Populist politicians

30

0

70

11) Foreign figures

40

40

20

12) Class traitor elitists

30

30

40

13) Underworld figures

30

40

30


Each of the 13 factions is a BATTLEGROUND 

HMWK: 
  For each of the 13 factions, what does a score of '-10' mean? What does a score of '10' mean? 

SUPER COOL IDEAS FOR BOARD GAME by TIANA GRACE FERGUSON :

1) If multiple Birbs are deployed to the same activity (at the same space), they get bonuses for this  

2) introducing a resource system (not just 'bird activity per turn):
Morale (analogous to Valor vs Fear)
Energy (analogous to Hope vs Despair)
Sanity (analogous to Knowledge vs Confusion)
<no resource necessary for Solidarity vs Disunity>
Activities may cost and/or gain given resources for each Birb!!

3) when the game starts, there is a PENALTY on the 'resources spent' for our Birbs working together on the same activity. As the story progresses, this penalty is reduced (and maybe even vanishes, and maybe even turns into a bonus cost-reduction)!


Questions and Future Ideas: 
  1) the Labor Movement itself has those 4 Virtues and 4 Ailments scores, and those 'buckets' are the central part of how the 'winning score' is calculated. Each Birb has 3(?) resources to spendOn||gainFrom activities. Should Birbs and/or Factions have their own buckets and/or resources in addition to this set? 
  2) Can we include money as a resource?  
  3) What will our activities for our 4 birbs other than 'establish link' and 'fight against chronic problem' be? 
  4) Should we include a 4th resource of Empathy (to go along with the Solidarity vs Disunity dynamic)? 

WEEK 
SAMPLE PLAYTHROUGH: 

D1 and D7 you can do up to 3 activities each 
D2 to D6, you only get 1 activity after work 


W2D2: Head to the Library 
W2D3: 
W2D4: 
W2D5: Have Veezal stay indoors to read some books from the Library 
W2D6: 
W2D7: Send Veezal to the Marketplace. Send Veezal to the 
W3D1: Have Veezal DO INDOOR ERRANDS, have Veezal 'read a book from the Library', have Veezal Lie Down And Rest 


W27D2: Send Veezal to X; Send Kaiyara to X; send Zelrik to X; send Tawnette to X
W27D3: 
W27D4: 
W27D5: 
W27D6: 
W27D7: Keep all 4 birbs at their apartment complex and take care of ERRANDS  
W28D1:  



LEGACY: 




The player has many opportunities to decide what to do with their life. 



IDEA: 

ABSTRACT IDEAS: 
  the 'standard playthrough' means that one will always get the same 'cards' or 'RNG seed'. But, this precludes the BEST ENDING. 

  much like Slay the Spire has 'cards' and 'relics', Crooked Wings would have 'cards' and 'relationship tracks' 

  corporations attack with (predetermined on the first run) ACTION CARDS 

CONCRETE IDEAS: 

  Social Rank Up with groups gives you advance notice of what cards the antagonists will play 


  



  bonus for Church Rank N(?): higher chance of SURPRISE COFFEE DELIVERY 

ENDING 1 (failure state): no win [Bad Ending]
  The labor union established by the protagonists is weak and doesn't enjoy either popular support OR institutional support. It's doomed to get repealed within decades. 

ENDING 2: institutional win [Good Ending 1] 
  The labor union established by the protagonists is strong, and enjoys institutional support. Unfortunately, the culture war has been lost, and it is threatened by decay 

ENDING 3: popular win [Good Ending 2]
  The labor union established by the protagonists is weak. However, the culture war has been won, and there is hope in the decades to come for similar reforms that will have better outcomes 

ENDING 4 (locked behind NewGame+): dual win [Good Ending 3] 
  The labor union established by the protagonists is strong and enjoys both popular AND instutitional support. The protagonists and their allies rejoice! But, they are so successful that <some antagonist> Opens The Door and now there's a giant hell-fortress in the middle of New Yirooburg. [Week N]
  STORY BEAT (Good Ending 3(?) achieved): Defeat the giant hell-fortress in the middle of New Yirooburg! Everyone throws a party. Hooray!  [Week N+1]




On a given bird's turn, a bird can choose 
INDOORS  
  Take nap 
OUTDOORS  
  
ACTIVISM 
  Rally 

  AUTO STAGE: From 9-6, the player is busy at work. 
  MANUAL STAGE 1: The player then has a set of 'early evening activities' they can pursue, this would take place from 6-9  
  MANUAL STAGE 2: Then, they have a set of 'late evening activities' they can do, or get in more sleep 

SLEEP DEBT IS A THING

Okay, let's look at some activities to do... 

PRIMARY 
1) underground labor union group 

A) check in with Zelrik (combos/overlaps with other activities) 
B) check in with Kaiyara (combos/overlaps with other activities) 
C) check in with Tawnette (combos/overlaps with other activities) 

SECONDARY 
  outside (or social) activities: 
1) participate in local politics 
2) socializing with an adult book club 
3) PAINTING CLSS 
4) literally just go to a bar
5) place of worship! 
6) helping at a homeless shelter 
7) helping with a kids program
8) EMT volunteering 
9) firefighting squad! 
10) go to a gym to WORK OUT 
11) HIKING TRIP 

  inside activities: 
1) stay home to write letters to send back home 
2) stay home to practice music 
3) stay home to read a book 
4) potato garden!! 
5) play with toys??
6) home workout 
7) writing a story!

  other:
1) going shopping 
2) going to the bank (and other things) 



OLD: WE'RE GOING WITH 7 DAY CALENDARS AGAIN 
In 7 day week calendar, humans work 25/35 days with 5/7 schedule, 30/35 with 6/7 schedule 
In a 5 day week, how would 5/7 work? 
NWWWN 3 2
WWWWN 4 1
WWWWN 4 1
NWWWN 3 2
WWWWN 4 1
WWWWN 4 1
NWWWN 3 2
In a 5 day week, how would 6/7 work? 
WWWWN 4 1
WWWWN 4 1
WWWWW 5 0
WWWWN 4 1
WWWWN 4 1
WWWWN 4 1
WWWWW 5 0