Mapping genre mechanics to Emergence
Core Mechanics
- Resource patches
- environmental resources are typically (but not always) continuous, rather than discrete
- still clumped, but no clear boundaries
- ex: nitrogen can be extracted from soil, but will be richer in some locations
- all resources can be obtained renewably, with the right strategy
- soil contains various concentrations of nutrients (nitrogen, phosphorus, potassium)
- soil is physically made up of sand/silt/clay/stone/organic matter
- water is vital for virtually everything, and can be found in rain, streams, lakes, organic items and soil
- energy is similarly vital, but can be found in different forms that are edible to different organisms
- ultimately gathered via photosynthesis
- environmental resources are typically (but not always) continuous, rather than discrete
- Recipes
- quite standard overall
- emphasis on byproducts and consequences of unmanaged waste
- circular processing
- some items can decompose over time without action
- Assemblers
- simple items can just be assembled by units at a crude shelf made of dirt (cheap) or stone (durable)
- more complex items involve the use of dedicated plant or fungal buildings with selected recipes
- Transporters
- ground units carry items and do work flexibly, but are physically grounded
- water flows can be used to carry goods downriver
- water flows can be expanded with player-dug canals
- large quantities of goods can be transported via large, high-momentum ground units
- Storage
- simple one-resource piles that are exposed to the elements
- sheltered storage buildings made of stone, plants and fungi
- shelted storage will reduce rate of decay, and mess due to rain and other effects
- units, assemblers and storage work together in a fashion directly analogous to Factorio's logistic network
- Resource sinks
- lossy conversions: energy and water will commonly be lost during resource transformations
- resource upkeep: energy and water will commonly be lost to keep things alive
- guided evolution: research analogue used to modify and enhance existing species
- domestication: research analogue used to add new species to the colony
- hive mind: research analogue, used to unlock new features in the lab
- ???: some kind of final goal to work towards building
Advanced Mechanics
- Distributed resource costs
- water is used by everything, with rate varying by temperature and humidity
- ultimately replenished by rainfall
- distributed via:
- canals
- mycorrhizal networks
- water droplets
- energy is used by everything, with rate varying by amount of work done
- ultimately gathered via photosynthesis
- distributed by:
- items
- mycorrhizal networks
- water is used by everything, with rate varying by temperature and humidity
- Fluids
- transported via plant and fungal networks
- transported via canals
- can be pumped
- Filters
- units are capable of differentiating between items
- some units won't care about some items via signal preference tuning
- simple mechanical filters sort items into classes
- item size
- floats
- blows away
- plants are capable of sophisticated filtration of solutions
- Splitters
- streams that split
- Prioritizers
- nonlinear signal feedback loops?
- stream geometry?
- Bypasses
- underground tunnels
- overpasses
- catapults?
- bridges?
- Spatial constraints
- rocks
- trees
- bodies of water
- litter from extinct humans?
- modifying the topology etc should be possible, but very expensive
- Technology
- guided evolution: research analogue used to modify and enhance existing species
- domestication: research analogue used to add new species to the colony
- Production enhancements
- upgrades: done via guided evolution, affecting all organisms of that strain
- enhancements: higher quality fertilizers can be produced and applied automatically via workers
- Multiple transportation options
- Many species, and species variants
- Cyclic production pathways
- Core mechanic
- Byproducts
- Core mechanic
- Pollution
- thematically essential
- needs much richer (and more plausible) model of pollution
- effects should be varied and depend on intensity of pollution
- polluting should be easier than dealing with waste products properly
- pollution can serve as yet-another important driver of temporal variation, as it builds up and must be dealt with
- several kinds:
- solid waste
- water pollution
- soil pollution
- Stochastic outputs
- Inherent in advanced tech
- Degrading products
- Organic materials only
- Most food
- Hazardous goods
- Combat-focused items
- Advanced tech
- Environmental process bounds
- inherent to using living organisms as assemblers (and workers)
Supplementary Mechanics
These features supplement the core gameplay loop by providing additional things to do or consider, but are not needed.
- Exploration
- important but not essential
- fairly standard implementation
- needs more interesting world generation
- water distribution and topography are key
- Combat
- natural but not essential
- must be careful to avoid snowballing effects
- design with negative feedback loops like hunger satiation