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Manifest: 'Shelf-Space' (User-Facing)
#1
# Shelf-Space — Development Manifest

**Version:** 0.0.1a 
**Publisher:** The CollabGadget Co. 

**Description:** 
*Shelf-Space* is a cooperative, money-based board game set in a mall. Players manage anchors, stores, and synergy between tenants. It is inspired by Monopoly but is cooperative, more strategic, and artsy.

**Purpose of this Manifest:** 
Track development progress, features, and design milestones. Each item can be checked off when completed.

---

## **Table of Contents**

1. [Core Game Design](#core-game-design) 
2. [Board & Layout](#board--layout) 
3. [Anchors & Stores](#anchors--stores) 
4. [Stats & Revenue System](#stats--revenue-system) 
5. [Upgrades & Costs](#upgrades--costs) 
6. [Gameplay Mechanics](#gameplay-mechanics) 
7. [Event Cards](#event-cards) 
8. [Turn & Round System](#turn--round-system) 
9. [Cooperative Features](#cooperative-features) 
10. [Victory & Goals](#victory--goals) 
11. [Art & Visuals](#art--visuals) 
12. [Playtesting & Balancing](#playtesting--balancing) 

---

## **1. Core Game Design**
- [ ] Define game objective (co-op goal, target revenue, synergy goals, etc.) 
- [ ] Decide player count range and scaling 
- [ ] Establish approximate game duration 
- [ ] Draft initial ruleset 

---

## **2. Board & Layout**
- [ ] Create multi-directional mall board template 
- [ ] Define wings (North, East, South, West) 
- [ ] Place anchor and store positions 
- [ ] Design special tiles (traffic surges, events) 
- [ ] Finalize visual layout for playtesting 

---

## **3. Anchors & Stores**
- [ ] List all anchor types (MegaMart, Cinema, etc.) 
- [ ] List smaller stores and kiosks 
- [ ] Define stats for each (FT, NL, SZ, BA, SY) 
- [ ] Design Anchor/Store Deed Cards 
- [ ] Test balance of revenue vs. cost 

---

## **4. Stats & Revenue System**
- [ ] Base Revenue formula 
- [ ] Online Sales revenue percentage 
- [ ] Traffic Boost mechanics 
- [ ] Stat modifiers applied (FT, BA, SY) 
- [ ] Implement sample calculation for anchors 

---

## **5. Upgrades & Costs**
- [ ] Remodel (Level 1) bonus % 
- [ ] Expansion (Level 2) bonus % 
- [ ] Full Upgrade (Level 3) bonus % 
- [ ] Operating Costs (maintenance, emergency, tenant rent) 
- [ ] Shutdown & Startup values 
- [ ] Scaling formulas for SZ / BA / FT 

---

## **6. Gameplay Mechanics**
- [ ] Revenue per round & per landing 
- [ ] Upgrade implementation 
- [ ] Event card interactions 
- [ ] Stat and synergy bonus effects 
- [ ] Player actions and optional cooperative choices 

---

## **7. Event Cards**
- [ ] Traffic Boost cards 
- [ ] Mall-wide events 
- [ ] Emergency repair cards 
- [ ] Online Sales boost cards 
- [ ] Test probability and frequency 

---

## **8. Turn & Round System**
- [ ] Define turn sequence 
- [ ] Revenue collection rules per turn 
- [ ] Apply operating costs per round 
- [ ] Upgrade rules and optional actions 
- [ ] Round tracker integration 

---

## **9. Cooperative Features**
- [ ] Resource pooling mechanics 
- [ ] Shared bonuses from synergy 
- [ ] Event mitigation cooperation 
- [ ] Testing cooperative decision-making impact 

---

## **10. Victory & Goals**
- [ ] Define co-op goal (target revenue, foot traffic, upgrades) 
- [ ] Optional competitive scoring per player 
- [ ] Determine scoring or win conditions for playtesting 
- [ ] Adjust goals for scaling difficulty 

---

## **11. Art & Visuals**
- [ ] Board visual design 
- [ ] Deed card layout 
- [ ] Tokens and currency design 
- [ ] Event card visuals 
- [ ] Testing readability & aesthetics 

---

## **12. Playtesting & Balancing**
- [ ] Test revenue formulas and percentages 
- [ ] Test upgrade progression 
- [ ] Test event card impact 
- [ ] Test cooperative mechanics 
- [ ] Adjust difficulty, costs, and revenue scaling 
- [ ] Document feedback & iterate 

---

**Notes:** 
- Each `[ ]` can be updated to `[x]` when completed. 
- Version 0.0.1a focuses on prototyping core mechanics and establishing a development roadmap.
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Manifest: 'Shelf-Space' (User-Facing) - by Castle - 11-20-2025, 02:39 AM

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