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Manifest: 'Shelf-Space' (User-Facing) - Printable Version +- Official Discussion-Forum of 'Electric Space Odyssey' Online-Gaming Guild. (https://castle.electricspaceodyssey.com) +-- Forum: The Royal Hall of Discourse (https://castle.electricspaceodyssey.com/forumdisplay.php?fid=3) +--- Forum: The Wall of Whispers (https://castle.electricspaceodyssey.com/forumdisplay.php?fid=6) +--- Thread: Manifest: 'Shelf-Space' (User-Facing) (/showthread.php?tid=15) |
Manifest: 'Shelf-Space' (User-Facing) - Castle - 11-20-2025 # 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. |