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ShelfSpace: Parts.
Forum: The Wall of Whispers
Last Post: Castle
11-26-2025, 10:21 PM
» Replies: 0
» Views: 19
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Game Theory: 'Shelf-Space...
Forum: The Wall of Whispers
Last Post: Castle
11-20-2025, 04:49 AM
» Replies: 0
» Views: 37
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Game Theory: 'Shelf-Space...
Forum: The Wall of Whispers
Last Post: Castle
11-20-2025, 03:10 AM
» Replies: 0
» Views: 29
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Manifest: 'Shelf-Space' (...
Forum: The Wall of Whispers
Last Post: Castle
11-20-2025, 03:10 AM
» Replies: 0
» Views: 28
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Manifest: 'Shelf-Space' (...
Forum: The Wall of Whispers
Last Post: Castle
11-20-2025, 02:39 AM
» Replies: 0
» Views: 28
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ESOMMORPG Zone List
Forum: The Wall of Whispers
Last Post: Castle
10-08-2025, 02:20 AM
» Replies: 0
» Views: 71
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CollabGadget ESOMMORPG (V...
Forum: The Message Courier
Last Post: Castle
10-08-2025, 02:11 AM
» Replies: 0
» Views: 85
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CollabGadget BOOKSHELF (V...
Forum: The Message Courier
Last Post: Castle
09-18-2025, 09:03 PM
» Replies: 0
» Views: 77
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CollabGadget RULEBOOK (V....
Forum: The Message Courier
Last Post: Castle
08-28-2025, 05:22 AM
» Replies: 0
» Views: 95
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CollabGadget NOTIFYSL (V....
Forum: The Message Courier
Last Post: Castle
08-28-2025, 04:49 AM
» Replies: 0
» Views: 95
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| ShelfSpace: Parts. |
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Posted by: Castle - 11-26-2025, 10:21 PM - Forum: The Wall of Whispers
- No Replies
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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. |
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Posted by: Castle - 11-20-2025, 04:49 AM - Forum: The Wall of Whispers
- No Replies
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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. |
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Posted by: Castle - 11-20-2025, 03:10 AM - Forum: The Wall of Whispers
- No Replies
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How to Understand These Stats on a Static Board
- 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.
- 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).
- 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.
- BA (Brand Appeal):
- Higher BA multiplies revenue; also increases synergy effects.
- Can be represented by stars, colors, or logos for intuitive visual ranking.
- 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) |
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Posted by: Castle - 11-20-2025, 03:10 AM - Forum: The Wall of Whispers
- No Replies
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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;
items are checkable milestones.
Table of Contents
- Core Game Design
- Board & Layout
- Anchors & Stores
- Stats & Revenue System
- Upgrades & Costs
- Gameplay Mechanics
- Event Cards
- Product Cards
- Currency & Denominations
- Turn & Round System
- Cooperative Features
- Victory & Goals
- Art & Visuals
- Playtesting & Balancing
- 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 =
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 =
- 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:
- Finalize Visual Assets
- Board layout, deed cards, event/product cards, currency, tokens.
- Prepare print-ready designs (high-resolution, correct dimensions).
- Research Print Services
- Compare services: The Game Crafter, Print & Play Productions, MakePlayingCards.com.
- Check for print quality, card thickness, board options, shipping times.
- Select Materials
- Cardstock weight & finish (e.g., linen finish for cards).
- Board material (foldable or mounted).
- Tokens (wood, plastic, or punch-out).
- Order Samples
- Test print a small batch of cards, tokens, and board.
- Verify color, size, and readability.
- 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.
- Initial Playtest
- Test rules, stat effects, revenue calculations, and upgrades physically.
- Take notes on clarity, difficulty, and flow.
- Iterate
- Adjust visuals, stat values, and board layout.
- Order updated prototype if needed.
- Document each iteration in dev manifest.
Checklist Notes:- Each
can be updated to
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) |
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Posted by: Castle - 11-20-2025, 02:39 AM - Forum: The Wall of Whispers
- No Replies
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# 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 |
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Posted by: Castle - 10-08-2025, 02:20 AM - Forum: The Wall of Whispers
- No Replies
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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. |
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Posted by: Castle - 10-08-2025, 02:11 AM - Forum: The Message Courier
- No Replies
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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 RULEBOOK (V.0.1.4) Announcement. |
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Posted by: Castle - 08-28-2025, 05:22 AM - Forum: The Message Courier
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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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