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Top down space trading/tycoon game
Need this for the development slot squares.
You can't control any ui elements outside the bounds of the screen. Need to increase the canvas size I think.
Energy is needed for development, but it can be multiple types.
This will allow the user to browse more information about the game.
In order to do this, the user needs to be able to freeze the current info in the box.
Orthogonal from archetype, a planet can have different levels of development which will act as a multiplier on the amount of goods it requires.
If it doesn't get the goods it needs in a period of time, perhaps it can decline in development.
Everything just requires 1 and produces 10. Maybe we also need complex ratios like 2A and 3B => 3C
Its hard to know if you're moving, so make a background. Probably stars.
Should be able to drag and close.
For each slot that had some needed production input, have the planet desire to buy some amount of that input.
This controls what resources a planet desires. As development increases, may unlock new resources required.
Possibilities include:
Research
Heavy Industry/Terraforming
Normal
Warfare/Piracy
Core/Wealthy/Artistic
So this would also make secondary consumption part of the amounts wanted object
When player trades with planet, cost must be calculated correctly. Checks on player inventory and planet inventory.
Selling and buying.
Levels should have objectives.
Info box will be a gui element that displays additional information over the selected item
If the resource needs of a planet have been met, it should advance. Maybe it takes some time for that to happen?
Its just a stub right now.
calcAmountsWanted needs to account for development, prduction needed and energy. Right now it only does development.
Sometimes the draggable part of the popup menus doesn't work. Not sure why.
To keep things front-end, keep everything in local storage.
There is a level select gui but it doesn't hook up to anything yet.
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