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  ShelfSpace: Parts.
Posted by: Castle - 11-26-2025, 10:21 PM - Forum: The Wall of Whispers - No Replies

1x Cardboard Gameboard.
2x Polyhedral Dye.
35x Anchor Cards.
15x Film Contract Cards.
25x Product Cards
1x Fictional Currency.
6x Game Tokens.
x25 Glass Flat-Beads (Green)
x25 Flat-Beads (Blue)

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  Game Theory: 'Shelf-Space' Anchors Logistics.
Posted by: Castle - 11-20-2025, 04:49 AM - Forum: The Wall of Whispers - No Replies

Code:
---

# ? **24 Anchors + Special Rooms – Star Ratings Added**

| Anchor / Room                | Description                                     | Subtype                | FT | NL | SZ | BA | SY            | SI                         | ⭐ Rating |
| ---------------------------- | ----------------------------------------------- | ---------------------- | -- | -- | -- | -- | ------------- | -------------------------- | -------- |
| **MegaMart**                 | Large department store, general merchandise     | Department Store       | 80 | 10 | 5  | 70 | Retail        | 10 (Discount Week)         | ⭐⭐⭐⭐     |
| **DeptoMax**                 | Another large department store                  | Department Store       | 70 | 10 | 5  | 70 | Retail        | 15 (Holiday Sale)          | ⭐⭐⭐⭐     |
| **CinemaX**                  | Multiplex movie theater, noisy but draws crowds | Cinema                 | 70 | 50 | 6  | 60 | Entertainment | 15 (Premiere Night)        | ⭐⭐⭐⭐     |
| **Food Kingdom**             | Food court hub with multiple fast-food options  | Food Court             | 60 | 30 | 5  | 50 | Food          | 20 (Holiday Feast)         | ⭐⭐⭐⭐     |
| **TechNova**                 | Electronics megastore, popular for gadgets      | Electronics Store      | 65 | 20 | 4  | 80 | Electronics   | 10 (New Release)           | ⭐⭐⭐⭐     |
| **Cellular Central**         | Mobile phone & device store                     | Cellular Store         | 50 | 15 | 3  | 75 | Electronics   | 10 (Launch Week)           | ⭐⭐⭐⭐     |
| **Fashion Plaza**            | Premium clothing anchor, upscale                | Fashion Retail         | 55 | 10 | 4  | 90 | Fashion       | 15 (Fashion Week)          | ⭐⭐⭐⭐     |
| **Sports Arena**             | Indoor sports complex, moderate foot traffic    | Sports Center          | 50 | 40 | 5  | 60 | Entertainment | 10 (Tournament)            | ⭐⭐⭐      |
| **Book Haven**               | Mega bookstore with reading events              | Bookstore              | 40 | 10 | 3  | 60 | Retail        | 10 (Author Signing)        | ⭐⭐⭐      |
| **Arcadia**                  | Arcade and gaming center, high noise            | Arcade                 | 55 | 60 | 4  | 50 | Entertainment | 20 (Tournament Weekend)    | ⭐⭐⭐⭐     |
| **Luxury Lane**              | High-end boutique anchor, niche but prestigious | Boutique               | 35 | 5  | 3  | 95 | Fashion       | 25 (Exclusive Launch)      | ⭐⭐⭐⭐⭐    |
| **Health Hub**               | Gym and wellness center, steady visitors        | Gym                    | 45 | 15 | 4  | 70 | Services      | 10 (New Year Promo)        | ⭐⭐⭐      |
| **Toy Kingdom**              | Mega toy store, attracts families               | Toy Store              | 60 | 20 | 4  | 75 | Retail        | 15 (Holiday Rush)          | ⭐⭐⭐⭐     |
| **Pet Planet**               | Pet supplies and small adoption center          | Pet Store              | 40 | 15 | 3  | 65 | Retail        | 10 (Adoption Day)          | ⭐⭐⭐      |
| **Gourmet Plaza**            | Upscale restaurants and eateries                | Restaurant             | 45 | 20 | 4  | 85 | Food          | 15 (Chef’s Week)           | ⭐⭐⭐⭐     |
| **Style Studio**             | Mid-tier fashion anchor                         | Fashion Retail         | 45 | 10 | 3  | 75 | Fashion       | 10 (Seasonal Sale)         | ⭐⭐⭐      |
| **ElectroMart**              | Electronics discount anchor                     | Electronics Outlet     | 50 | 15 | 4  | 60 | Electronics   | 10 (Black Friday)          | ⭐⭐⭐      |
| **Mega Mall Gym**            | Large gym & fitness classes                     | Fitness Center         | 50 | 15 | 5  | 60 | Services      | 10 (Fitness Challenge)     | ⭐⭐⭐      |
| **Culinary Corner**          | Food specialty anchor, high variety             | Specialty Food         | 55 | 25 | 4  | 70 | Food          | 15 (Cooking Class)         | ⭐⭐⭐⭐     |
| **Beauty Loft**              | Full-service beauty treatments                  | Beauty Salon           | 40 | 5  | 3  | 80 | Services      | 15 (New Product Launch)    | ⭐⭐⭐⭐     |
| **ElectroHub**               | Electronics & gadgets, mid-traffic              | Electronics Store      | 55 | 20 | 4  | 70 | Electronics   | 10 (New Launch Week)       | ⭐⭐⭐⭐     |
| **Food Bazaar**              | International cuisine hub                       | Restaurant / Food Hall | 60 | 25 | 5  | 75 | Food          | 15 (Food Festival)         | ⭐⭐⭐⭐     |
| **Burger Blast**             | Fast-food anchor, popular with families         | Fast-Food              | 50 | 20 | 4  | 65 | Food          | 10 (Lunch Rush)            | ⭐⭐⭐      |
| **Pizza Palace**             | Fast-food pizza anchor                          | Fast-Food              | 45 | 15 | 4  | 70 | Food          | 10 (Family Night Bonus)    | ⭐⭐⭐      |
| **Shoe Stop**                | Mid-tier shoe anchor                            | Shoe Store             | 40 | 10 | 3  | 65 | Fashion       | 10 (Seasonal Sale)         | ⭐⭐⭐      |
| **Melody Mart**              | Music instruments and sheet music               | Music Store            | 45 | 10 | 3  | 70 | Entertainment | 10 (Concert Promo)         | ⭐⭐⭐⭐     |
| **Bloom & Bud**              | Floral anchor, gift bouquets and arrangements   | Floral Shop            | 35 | 5  | 3  | 65 | Retail        | 10 (Valentine Event)       | ⭐⭐⭐      |
| **Vinyl Vault**              | Record store, vintage & new vinyl               | Record Store           | 35 | 5  | 3  | 70 | Entertainment | 10 (Record Release)        | ⭐⭐⭐      |
| **Gemstone Gallery**         | Fine jewelry & luxury accessories               | Jewelry Store          | 35 | 5  | 3  | 85 | Retail        | 15 (Luxury Promo)          | ⭐⭐⭐⭐     |
| **Ink & Iron**               | Tattoo and body art anchor                      | Tattoo Shop            | 30 | 10 | 3  | 75 | Services      | 15 (Tattoo Event)          | ⭐⭐⭐      |
| **Special Room: ECR**        | Electronic Cash Register / Security Hub         | Special Room           | -  | -  | -  | -  | Functional    | Theft prevention mechanics | -        |
| **Special Room: Management** | Mall Management Office                          | Special Room           | -  | -  | -  | -  | Functional    | Revenue / Event oversight  | -        |

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  Game Theory: 'Shelf-Space' Stats Logistics.
Posted by: Castle - 11-20-2025, 03:10 AM - Forum: The Wall of Whispers - No Replies


How to Understand These Stats on a Static Board
  1. FT (Foot Traffic):
    • Higher FT tenants “pull” customers to nearby stores.
    • Can be visualized with radius circles or arrows around anchors showing influence.
    • Example: MegaMart FT 40 → boosts adjacent stores by 40% influence factor.
  2. NL (Noise Level):
    • Shows which tenants may annoy neighbors and reduce their revenue.
    • On a static board, could show “noise zones” around noisy tenants (like a shaded area).
  3. SZ (Store Size):
    • Determines cost scaling and space occupancy.
    • Can be visualized by how many board spaces the tenant occupies or an icon showing size tier.
  4. BA (Brand Appeal):
    • Higher BA multiplies revenue; also increases synergy effects.
    • Can be represented by stars, colors, or logos for intuitive visual ranking.
  5. SY (Synergy Type):
    • Matches tenant categories to gain adjacency bonuses.
    • Use icons, color coding, or grouping lines on the board so players immediately recognize synergy potential.

Revenue Types (Clarified)
  • Base Revenue: Standard tenant income.
  • Online Sales: Adds percentage of base revenue, independent of board position.
  • Traffic Boost: Applied when FT triggers from nearby anchors or events.
  • Product Card Bonuses: Persistent revenue boosts linked to certain anchors.
  • Stat Modifiers: All the above are affected by FT, NL, BA, and SY multipliers.
Example Calculation for a Tenant (MegaMart):
  • BaseRevenue = 100
  • FT = 40 → Revenue *= 1 + 0.40 → 140
  • BA = 30 → Revenue *= 1 + 0.30 → 182
  • SY (2 same-type nearby) → Revenue = 1 + 0.052 → 202.3
  • NL nearby (10%) → Revenue *= 0.90 → 182.1

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  Manifest: 'Shelf-Space' (Developer-Facing)
Posted by: Castle - 11-20-2025, 03:10 AM - Forum: The Wall of Whispers - No Replies

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' (User-Facing)
Posted by: Castle - 11-20-2025, 02:39 AM - Forum: The Wall of Whispers - No Replies

# 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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  ESOMMORPG Zone List
Posted by: Castle - 10-08-2025, 02:20 AM - Forum: The Wall of Whispers - No Replies

ESOMMORPG ZONE-LIST


WORLD:ODYSSIATERRA
Continent:

Gibbon Coast
North Kensington Forest
Athenas
Athenas Castle

Athenian Royal Hunting-Zone
Sachunun Forest
Brizna Bayou
Athenian Outer Encampment




Continent: Kensington

Continent: Welch

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  CollabGadget ESOMMORPG (V.1.0.0) Announcement.
Posted by: Castle - 10-08-2025, 02:11 AM - Forum: The Message Courier - No Replies

GAME CREDITS:
Development-Team:
Luis
In-Game/In-Forum Moderators:
Rob P., Kevin C., Shane H.
Quality-Control/Licensed Play-Testers
Lina F., Peter P., Ray C., Mason_ .
Character-Design:
R&D Pink, SOYA!-TEAM.
World-Building/Level-Design:
R&D Pink, SOYA!-TEAM.
Music/Score-Composer:
Electric Space Odyssey.
Studio/Sound-Engineers:
R&D Pink, SOYA!-TEAM.
Additional Musical Contributions:
Frank Levy

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  CollabGadget BOOKSHELF (V.1.0.0) Announcement.
Posted by: Castle - 09-18-2025, 09:03 PM - Forum: The Message Courier - No Replies

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  CollabGadget RULEBOOK (V.0.1.4) Announcement.
Posted by: Castle - 08-28-2025, 05:22 AM - Forum: The Message Courier - No Replies

We’re proud to announce the (internal) release of Rulebook, a powerful new plugin -developed by The CollabGadget Co., and EXCLUSIVE to CASTLE, which aims to help our forum community clearly define rules, enforce punishments, and strengthen security, and make accessible our related policies — all from a single, easy-to-use control panel.

Features at a Glance
1. Forum Rules Manager

  • Create, edit, and organize rules directly from the admin panel.
  • Present rules in a clean, structured layout for members to follow.
  • Keep your community standards transparent and consistent.
2. Punishment System
  • Assign punishments to specific rule violations.
  • Track and manage infractions from within the plugin.
  • Ensure fair and consistent enforcement across your forum.
3. Security Tools
  • Configure login attempt limits to block brute-force attacks.
  • Enable spam detection safeguards.
  • Keep detailed audit logs of moderator actions for accountability.
4. Centralized Control Panel
  • A dedicated “CG Rulebook” section inside the Admin Control Panel.
  • Tabbed interface: Forum Rules, Punishments, Security.
  • All features designed to work together seamlessly.
Why We Use CG Rulebook?
Running a community means balancing fun with fairness. CG Rulebook gives us the tools to clearly define expectations, deal with problems fairly, and keep our forum secure — all without hunting through multiple settings.

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  CollabGadget NOTIFYSL (V.0.1.4) Announcement.
Posted by: Castle - 08-28-2025, 04:49 AM - Forum: The Message Courier - No Replies

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