Update 1.2 Suggestions
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iDev

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Update 1.2 Suggestions
« on: February 20, 2015, 09:23:52 PM »

A lot is possible but what do you think are possible way's to improve iGrow game. More importantly what features would you like integrated into the next version. Here's a few idea's I have had in mind.

Server structure
This was implemented before igrow game was single player. Have this implemented along side the single player instead, Adding thing's like  chat. Moving in this direction now could open up to many other systems like an online marketplace ,leader boards and other social interaction with other players.

Cross breading plants
Cross breading strains will give a lot more to the final stages of the game, once all strains are unlocked.

Hiring dealers
Instead of just being able to sell to dealers, buy flats to turn into your own personal dealers. With the ability to buy  furniture in the flat to increase the quality of the dealer that will work for you. This will  give more for you to buy in the game while also making you more money to expand.

These are just a few major ideas i could work towards  but what, if any, sounds the best to start working towards in the next version. Also what ideas if any do you have ? 
« Last Edit: February 20, 2015, 11:51:13 PM by iDev »
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iDev

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Re: Update 1.2 Suggestions
« Reply #1 on: February 21, 2015, 12:06:48 AM »

A few more ideas i've just had,

Story
A story infastructure to the game. Thinking of a game by one of my fav indie game dev matt dickie. Hardtime is a game featured in a prison where you must live and thrive in prison life. This game focuses on living and completing tasks that will benefit your character as each day passes, which could range from talking and making friends with other in mates to completing jobs within the prison. The idea behind it makes it more an open story that isn't preset, making each play through different. By no means do i mean copy his idea but that's the closest way i could explain what i have in mind.

Online coop
This would be possible but would be instead of the server structure i mentioned before. It could be possible to try to attempt to work towards both story and coop aswell though this would be a long goal.
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SepticSpoon

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Re: Update 1.2 Suggestions
« Reply #2 on: June 14, 2016, 10:40:12 PM »

(Not sure if this is the place I should post. But here are my suggestions.)

I have about 7 hours on this game so far and have already got everything in the game. It didn't take me 7 hours to get everything maybe 4-5 hours and the other two hours I was fleshing out other flats. My point is that the game is too easy in my opinion. The hardest part was probably buying the fans (20k, 40k, 80k/I think) I don't really have an idea on how to make the game harder/longer, apart from adding more content which will come with time. Maybe add a realistic difficulty were plants grow super slow and don't need watering as often and you cant speed up the time, but also implement it so the plants grow when you're not playing the game. Kind of like "Weedfarm Overgrown" on android had going on.

Also a random chance that a plant could be female, so you have to decide if you want to trash it or put it in the other room in your flat for making seeds(side note: Any idea what that little box room is for in the flats?). But then I guess you wouldn't be buying seeds anymore if you're making seeds from female plants and male plants. Unless it had a really low % of producing seeds and you have to buy the right equipment to make that % increase.

Maybe change the inventory system, it really hurts my finger clicking right, right, right over and over again to get to the seed you want. My suggestion is just a simple list of the seeds that you can select and choose from.

Also some more information about the plants would be cool like the THC levels on the plant or you click on the plant and select "stats/status/statistics" and your are greeted with an image of said plant on the right hand side with a note pade on the left hand with all the information about that specific plant e.g sex, THC levels, potency ect. (Or is the potency the THC?)

I really like your cross breading plants idea. I think that could add some longevity to the game. Curious on how it would work though. For example would you use strains that already exist or have an algorithm that would combine the strains and come up with a random mix of the strains names based on some maths.

These are just my suggestions on what I think would improve the game for me. It might ruin the game for another so it's obviously down to the dev what he wants in the game. I know these ideas will be a lot of work for a single developer. That's why they are just suggestions. :)
« Last Edit: June 14, 2016, 10:44:22 PM by SepticSpoon »
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iDev

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Re: Update 1.2 Suggestions
« Reply #3 on: June 14, 2016, 11:14:23 PM »

Great ideas! First off the game difficulty is the first thing I'm going to fix. At the moment the plants are too high in potency. I think also I need to lower the xp gain.

I need to have a think about the menu navigation, I completely agree  with it getting annoying to scroll.

The  plants are designed to grow by taking the time of planting and then predicting the growth of the plant. Which is why you can speed up and slow down time. It might be possible to try and calculate the time difference using the system time. The only question is, would it get annoying if your plants were to die if you don't get back to them in time in the early stages of the game?

Some more information could be good and having the different sex would defiantly tie into the  cross breeding  idea. I built the plant strain variation system to work for an idea like cross breading .  It's actually what I planned to have in the little room.

I think that's what I should be working towards next. Once I make sure everything is running smoothly for everyone.
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Xandalis

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Re: Update 1.2 Suggestions
« Reply #4 on: June 14, 2016, 11:43:32 PM »

Some thoughts after playing for a while...

Similar to previously mentioned, I'd like to see plant cloning as an option; like another container type (maybe could go in the hall closet) that allows cuttings to be taken and used in the same room for normal grow containers instead of buying seeds every time. Though it should have a chance of producing hermaphroditic plants after many cuttings have been used, thus preventing a "totally free after setup" source of plants, since usually "seedy bud" isn't considered good, and herm seeds are non-viable in most cases.

Some sort of risk mechanic; like police raids that clear out an entire flat of plants/upgrades, and/or patrols that can catch you, take all your carried/inventory bud, charge a fine, and advances the time by several days to weeks (thus wiping out any non-hydroponic short grows in progress).

And finally: a way to get rid of "poor bud" from your inventory.

edit:

More control over time flow. Currently, when you get to having max upgrades (or at least basic hydro), it gets a bit boring just waiting for multiple rooms of purple haze to grow.

Allow plants to increase in yield after hitting 100% growth, if not immediately harvested. Not a whole lot, but maybe up to 25% more yield. A potency increase might also be an idea along similar lines.

Alternatively, maybe add in the ability to use fertilizers/growth booster formulas that would either increase the grow speed and/or yields/potency.

Grow light control: either room wide, or add in grow tents for individual plant control. Allow changing of the day/night lighting cycle to modify growth times, yield, and potency.
« Last Edit: June 14, 2016, 11:58:38 PM by Xandalis »
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iDev

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Re: Update 1.2 Suggestions
« Reply #5 on: June 15, 2016, 09:33:27 PM »

Hi Xandalis, welcome to the forums! Great ideas by the way. You can sell poor bud, there are  different ranked dealers and rank 0 dealers will buy anything but will pay the least.

I've had a long think about police raids,  i'm not sure about how it would work at the moment but it would be a good idea to see how much interest there is for a risk element.

Also  what do you mean about the control over time flow?  The control of the speed of the game, or the speed of progress in the game? I'm not sure about the potency increase of a plant over time after full growth, though the  fertilizer feed idea might be a possibility.

I did originally plan for light control but I went off the idea, which I no longer remember why as this was  a few years back. I do want to take a look into auto light positioning, just to give everything a bit more of a realism look.

Great ideas! Keep them coming!!
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Xandalis

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Re: Update 1.2 Suggestions
« Reply #6 on: June 28, 2016, 04:07:30 AM »

Regarding the time flow: just something higher than the 10x max game speed. I haven't exactly timed it, but it still takes  upwards of several minutes for the 30 game days to pass, at only 10x. Although with the addition of a "survival" mechanic in v1.22, I suppose 10x speed is about as high as could be sensible.

As for the dealer rank, in my game the lowest rank I've seen is rank 4. I've gone through all the floors without finding a lower rank.
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iDev

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Re: Update 1.2 Suggestions
« Reply #7 on: June 29, 2016, 08:10:08 PM »

With the survival mechanics I also think x10 is probably fast enough. Though you can now turn off the survival mechanics. Also you shouldn't be able to have rank 4 dealers spawn on floors under the 8th floor. Might be worth starting another second save and see if you can find a lower level rank. Also added a chat in game now! More to come soon.
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UncleCracker

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Re: Update 1.2 Suggestions
« Reply #8 on: July 18, 2016, 05:15:05 PM »

First off, AWESOME GAME! I love it.
But.....
I was thinking, to go along with the whole eat/drink/sleep  thing, how about rent and electric bills.  I've fully equipped every room and pull in ruffly 9 million from a full harvest of Purple Haze with nothing to spend it on besides food and drink. Start out with enough cash to rent 1 room and get 1 or 2 plants going plus food/water for 4 - 7 days to get you through the first harvest, then start saving up to pay the bills. More bulbs = more elec. bigger bulbs = more elec. Hydro containers = more elec. Bigger hydro = even more elec. Fans... oh the power it will use. Would have to make it so only the bulbs with plants used elec. during grow cycles and fans only ran when plants (growing or drying)  were present in the room. Because, really,  who is gonna leave a 2x 600w bulb running with no plant under it? Experts! that's who. Expert mode enables 100% elec. use all of  the time + food, etc., so you better stay on top of those cycles and not let anything sit for to long.  I'm sure all that would be a huge undertaking tho. Maybe for a later update.
 
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iDev

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Re: Update 1.2 Suggestions
« Reply #9 on: July 22, 2016, 06:52:44 PM »

Some great ideas UncleCracker. Defiantly something that has been on my mind and mentioned a few times. It might be complicating things a little more for myself but with that idea it would be good to be able to turn off equipment between grow to save energy bills. While of coarse ending up with a plant that won't grow and die if these aren't turned on for the next grow. Something to think about. I've had a bit of downtime over the past week due to being really busy at work and barely any free time but I promise i'll be back on it very soon!
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