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| == Manually help out (?) == | | == Manually help out (?) == |
| By smashing ants on the map a player can kill enemy ants too, one at a time. | | By smashing ants on the map a player can kill enemy ants too, one at a time. |
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| = Scent track =
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| To make the ant of a nest find food faster for a while
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| = Animals = | | = Animals = |
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| = Loose ideas = | | = Loose ideas = |
| * Connecting colonies for cooperation or for genetic diversity or something. Idea from https://plus.google.com/+ErikMelkersson/posts/6iQhazsenvT< | | * Connecting colonies for cooperation or for genetic diversity or something. Idea from https://plus.google.com/+ErikMelkersson/posts/6iQhazsenvT< |
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| = Badges =
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| When you receive one it should be popped up as some message. In game mostly.
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| Bronze: Everyone should be able to get it with very little effort
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| Silver: "Average" effort
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| Gold: Hard to do.
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| Rainbow: Ridiculously much effort
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| Checked daily?
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| * Populator badges for areas: (number of ants in an area - check is very easy, just a sum)
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| ** 100 ants - bronze, 2'000 ants - silver, 50'000 ants - gold, 1'000'000 - rainbow
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| ** for country, region and maybe county.
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| * Performance badges: Checked per week. Counts the best week. Check is made on actions performed the last 24*7 hours (a week). Limits for Gold, silver and bronze. The same way I check best founders today.
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| ** "Founder" Founding nests (20 - bronze, 50 - silver, 200 - gold, 1000 - rainbow)
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| ** "Helper" Helping colonies
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| ** "Killer" Killing colonies
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| ** "Saboteur" Sabotage
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| ** "Feeder" Give food
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| == Implementation notes to myself ==
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| Given badges table:
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| Contain: player, level, country, region, type, datetime. Where only one of the latter three is set.
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| Load my active badges on initial setup and on load others on other player info.
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| Check to see if new given only checks, adds (not update) badge if better than before. "archive" badges that have been replaced.
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| Notifications: Use existing notification handling. Add possibility for ref to a badge.
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| Area badges:
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| * insert select sum(..) on duplicate key update greatest(..)
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| Performance
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| *
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| = Buildings = | | = Buildings = |