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Manifest: 'Shelf-Space' (Developer-Facing)
#1
Shelf-Space — Development & Asset Manifest
Version: 0.0.4a
Publisher: The CollabGadget Co.
Description:
Shelf-Space is a cooperative, money-based board game set in a mall. Players manage anchors, stores, and tenant synergies. This manifest tracks mechanics, stats, formulas, components, prototype production, and development progress.
Purpose: Track progress;
Code:
[ ]
items are checkable milestones.

Table of Contents
  1. Core Game Design
  2. Board & Layout
  3. Anchors & Stores
  4. Stats & Revenue System
  5. Upgrades & Costs
  6. Gameplay Mechanics
  7. Event Cards
  8. Product Cards
  9. Currency & Denominations
  10. Turn & Round System
  11. Cooperative Features
  12. Victory & Goals
  13. Art & Visuals
  14. Playtesting & Balancing
  15. Prototype Production & Print Services

1. Core Game Design
  • Define game objective (co-op goal, revenue, synergy)
  • Decide player count range and scaling
  • Establish approximate game duration
  • Draft initial ruleset
Notes: Game is cooperative; tenants can be shut down and replaced by new tenants mid-game.

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
Movement Notes: Event cards dictate movement rather than purely linear movement; must be readable from all angles.

3. Anchors & Stores
  • List anchor types (MegaMart, Cinema, etc.)
  • List smaller stores and kiosks
  • Define stats for each (FT, NL, SZ, BA, SY, SI)
  • Design Anchor/Store Deed Cards
  • Test balance of revenue vs. cost
Deed Cards Include:
  • Stats: FT, NL, SZ, BA, SY, and Special Impact (SI)
  • Revenue formulas
  • Upgrade levels
  • Operating costs

4. Stats & Revenue System
Stats Overview, Abbreviations & Formulas
Stat
Abbreviation
Effect
Formula / Notes
How It’s Determined / VisualizedFoot Traffic
FT
Attracts customers; affects revenue for tenant and neighbors
Code:
Revenue = BaseRevenue * (1 + FT/100)
Assigned by tenant type and size. Anchors higher FT, small stores lower. Visual: arrows/circles showing influence radius.
Noise Level
NL
Reduces revenue of nearby tenants
Code:
NearbyRevenue *= (1 - NL/100)
Assigned by tenant type (arcades/cinemas high; boutiques low). Visual: shaded “noise zones” around noisy tenants.
Store Size
SZ
Physical footprint; scales costs/upgrades
UpgradeCost =
Code:
BaseCost * (1 + SZ/10)
; Maintenance =
Code:
BaseCost * SZ/10
Set by type/real-world size. Visual: board tiles occupied or footprint icon.
Brand Appeal
BA
Popularity/prestige; boosts revenue & synergy
Code:
Revenue *= 1 + BA/100
Determined by brand or theme. Visual: stars, logo, or color coding on deed card.
Synergy Type
SY
Tenant category for adjacency bonuses
Code:
Revenue *= 1 + 0.05 * NumberOfSameTypeNearby
Pre-set category (Electronics, Food, Clothing). Visual: color-coded groups/icons.
Special Impact
SI
One-time or rare effect; may change revenue, stats, or movement
Code:
Revenue *= 1 + SI/100
or triggers special events
Assigned by special tenants or flagship stores. Visual: flashy icon or color burst; explained in card text.
Revenue Types
  • Base Revenue: Standard tenant earnings
  • Online Sales:
    Code:
    Revenue += BaseRevenue * OnlineSales%

  • Traffic Boost:
    Code:
    Revenue *= 1 + TrafficBoost%

  • Product Card Boosts:
    Code:
    Revenue *= 1 + ProductBonus%

  • Stat Modifiers: Apply FT, NL, BA, SY, SI multiplicatively
Example Calculation:
  • BaseRevenue = 100
  • FT 40 → 140
  • BA 30 → 182
  • SY 2 nearby same type → 202.3
  • SI special +10 → 222.53
  • NL nearby 10% → 200.28
  • Implement sample revenue calculations for anchors
  • Test stat effects on revenue

5. Upgrades & Costs
  • Remodel (L1) bonus: +10–20% revenue
  • Expansion (L2) bonus: +25–40% revenue
  • Full Upgrade (L3) bonus: +50–75% revenue
  • Operating Costs (Maintenance, Emergency, Tenant Rent)
  • Shutdown & Startup Values
  • Scaling formulas for SZ / BA / FT
Formulas:
  • UpgradeCost =
    Code:
    BaseCost * (1 + SZ/10) * UpgradeLevelMultiplier

  • MonthlyMaintenance =
    Code:
    BaseCost * SZ/10

  • EmergencyRepair =
    Code:
    Revenue * Emergency%


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

7. Event Cards
Expanded Explanation:
  • Traffic Boost Cards: Temporarily increase FT for a tenant or nearby stores.
  • Mall-wide Events: Affect all tenants (holidays, sales, emergencies).
  • Emergency Repair Cards: Force unexpected costs or downtime.
  • Online Sales Boosts: Increase revenue through digital channels for one or more tenants.
  • Special Synergy Events: Trigger extra bonuses when certain tenant combinations are adjacent.
  • Test probability/frequency
  • Ensure visual symbols and text clarity on event cards
  • Include any SI-triggering events
Notes: Event cards often trigger movement, temporary revenue/stat changes, or special effects linked to SI.

8. Product Cards
Stats Overview, Abbreviations & Formulas
Stat
Abbreviation
Effect
Formula / Notes
How It’s Determined / VisualizedPopularity
PO
Base consumer demand; increases revenue
Code:
Revenue *= 1 + PO/100
Set by product appeal. Visual: star rating or icon.
Hype
HY
Short-term buzz effect; temporary revenue boost
Code:
Revenue *= 1 + HY/100
Set by events or launch campaigns. Visual: flame/flash icon.
Rarity
RR
Scarcity; boosts revenue due to exclusivity
Code:
Revenue *= 1 + RR/100
Determined by edition, limited releases. Visual: gem/lock icon.
Market Trend
MT
Trendiness or popularity shift; may affect multiple rounds
Code:
Revenue *= 1 + MT/100
Assigned dynamically; visual: arrow up/down or trend graph.
  • Associate with anchors
  • Example: New Phone Release → % revenue boost
  • Persistent bonus, separate from Event Cards
Revenue Formula:
Code:
Revenue *= 1 + PO% * HY% * RR% * MT%

9. Currency & Denominations
  • 1, 5, 10, 20, 50, 100, 500, 1000, 10000
  • Optional: special tokens for cooperative resources
  • Track totals & denominations during playtesting

10. Turn & Round System
  • Define turn sequence
  • Revenue collection rules
  • Apply operating costs
  • Upgrade rules & optional actions
  • Round tracker integration

11. Cooperative Features
  • Resource pooling
  • Shared bonuses from synergy
  • Event mitigation cooperation
  • Test cooperative decision-making impact

12. Victory & Goals
  • Define co-op goal (target revenue, foot traffic, upgrades)
  • Optional competitive scoring per player
  • Adjust goals for scaling difficulty
Notes: Final objectives are not set; focus on documenting mechanics first.

13. Art & Visuals
  • Board visual design
  • Deed card layout
  • Tokens and currency design
  • Event card visuals
  • Test readability & aesthetics

14. Playtesting & Balancing
  • Test revenue formulas
  • Test upgrade progression
  • Test event card impact
  • Test cooperative mechanics
  • Adjust difficulty, costs, revenue scaling
  • Document feedback & iterate

15. Prototype Production & Print Services
Steps for Physical Prototype:
  1. Finalize Visual Assets
    • Board layout, deed cards, event/product cards, currency, tokens.
    • Prepare print-ready designs (high-resolution, correct dimensions).
  2. Research Print Services
    • Compare services: The Game Crafter, Print & Play Productions, MakePlayingCards.com.
    • Check for print quality, card thickness, board options, shipping times.
  3. Select Materials
    • Cardstock weight & finish (e.g., linen finish for cards).
    • Board material (foldable or mounted).
    • Tokens (wood, plastic, or punch-out).
  4. Order Samples
    • Test print a small batch of cards, tokens, and board.
    • Verify color, size, and readability.
  5. Build Prototype
    • Assemble board, tokens, cards, and money.
    • Label sections for stats, upgrades, and revenue tracking.
    • Create a “playtesting kit” including dice or other movement mechanics.
  6. Initial Playtest
    • Test rules, stat effects, revenue calculations, and upgrades physically.
    • Take notes on clarity, difficulty, and flow.
  7. Iterate
    • Adjust visuals, stat values, and board layout.
    • Order updated prototype if needed.
    • Document each iteration in dev manifest.

Checklist Notes:
  • Each
    Code:
    [ ]
    can be updated to
    Code:
    [x]
    when completed.
  • Version 0.0.4a includes fully defined product card stats (PO, HY, RR, MT) along with tenant stats (FT, NL, SZ, BA, SY, SI) and enhanced event card explanations.
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Manifest: 'Shelf-Space' (Developer-Facing) - by Castle - 11-20-2025, 03:10 AM

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