Initial Design Documents



Game: Garden Manager (Initial Title)

Premise: you are the head of a fledgling landscaping company, and must manage new employees and their contracted jobs around a small city.

Game type: waiting management style game

Loops:

Minute to minute: small, medium and large jobs will spawn in a district on a city map. A max of 20 jobs per district and a minimum of 2 jobs per level, for gameplay sake. The player will select a district, a job in said district, and an employee (randomly generated) to do the job. Then the player will wait for a job to complete. When employees are free from 1 job, money is earned. Repeat.

Level to level: employees gain points and level with jobs, the higher the level of the character, the more they can contribute to the assigned job. Purchasing equipment for your workers is also a key component in their performance

Area to area: as you perform jobs you earn money. With enough money and workers, you can unlock another district of the map.

Game blueprints:


Main screen of the game, a majority of the game is spent here. General progress is tracked through the district menus. A key icon will come up on districts you can unlock.


Job screen from here, we see the job title, description, and icon (blown up)

Here we can add up to 5 characters and see the percentage of the job completed by the time limit

Anything below 90% will result in a pay cut. (original pay amount is in the description)

Higher leveled employees will add more to the percentage.

Small jobs take ~30 seconds

Max jobs take 10 minutes


By going to home and clicking on characters, you open this char screen, where you can review stats and purchase upgrades. Characters/employees will be randomly generated.

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Okay so, you know the assassins mission system from Assassins Creed revelations? I pretty much just re-created that. You see, I was taking a Design Studio class at the time and I had decided to make a game for the quarter project. I also set out some vague criteria, further making a whip for my own back. The teacher still accepted it late because I was keeping her up to date with my progress

Beyond the initial document above I also implemented character races, scaled back the difficulty and gave certain races buffs. In doing this the player would outright need to try to play themselves into an unwinnable situation.

Also, if you don't pay your employees for a VERY long time, they go on strike. My play-tester was just firing these employees he didn't feel like paying, so i implemented a System in which if you unlawfully fire an employee a lawyer is activated. Rack up too much debt and you will be sued and subsequently go to prison - ends the game/restarts the game.


i liked this, and i liked adding more descriptions and scenes to the jobs. it's a little better than my initial vision, and un a state i can now call complete.

Get Handy Management

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