Let me introduce the core game mechanics of resource management and production.
In Isostuff, there will be three basic resources and four kinds of supplies needed for unit production, buildings and mission objectives.
Energy, Solid Stuff and Liquid Stuff represent the three most basic resources in the game.
All three are required to produce supplies which are stored in supply depots that can be found on the map or be placed by players.
The resource and production system is supposed to work like that:
- In the beginning there is the worker unit
- 1st a Supply Depot provides storage capacity and initial supplies
- 2nd a Power Generator is placed to provide energy
- 3rd with energy provided, a Component Factory is placed to produce A-Components or B-Components out of Solid Stuff which is gathered by worker units. The player must decide which kind of component should be produced.
- 4th close to a Liquid Stuff deposit, a Refinery is placed to produce either C-Fluid or Fuel Cells when energy is provided by a Power Generator
- 5th worker units or cheaper transporter units carry A-Components, B-Components, C-Fluid and Fuel Cells to the closest Supply Depot.
- 6th worker units or transporter units deliver supplies where they are currently needed for construction sites, research or unit production.
Different combinations of supplies are needed for production and different starting situations are possible. For example, while the player starts one mission with a fully replenished Supply Depot and no “Stuff” on the map at all, another mission may feature lots of “Stuff” and the player starting only with a few workers and transporters.
The player should always have a look on his (or her, or its) logistics.
This model is of course subject to changes during the development process and is currently been tested with placeholder assets.