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capital's Issues

Add "offline income" mechanics

Idea: Add the hourly wage for the number of hours that the player was actually offline. Not sure how to deal with passive incomes. Maybe apply interest for each day?

Add speed changing functions

Add a speed toggle to the top bar similar to the one in stellaris with 4 modes:

  • Pause
  • Regular speed (1 hour/second)
  • Fast speed (2 hours/second)
  • Fastest speed (1 day/second)

Implement some kind of build system

Look into "minifying" things, or at least combining them all into one .js file. Avoid external tools for now to keep the project "vanilla"

Add savings account

Part of #11

  • Add a "passive income view" to the right container.
  • Create a passive income model containing the savings account model.
  • The player should be able to withdraw and deposit money at any time.
  • The player should not be able to withdraw more than is currently in the account, or deposit more than their current capital.
  • Figure out a nice UI component for managing withdrawals and deposits.
  • Interest should be calculated daily and increase the amount of money in the savings account.
  • Figure out a nice UI component for displaying the last interest increase and a countdown to the next one.
  • The view should display the current amount of money and the current daily interest rate.
  • Figure out a way to make the interest grow, ideas:
    • Player pays a fee for each 0.0001 increase. This fee goes up each time, probably by double.
    • The interest rate increases the more money the player has in the account. The threshold doubles each time it is reached.

Add retirement mechanics

Ideas:

  • At year 47 (when the player character has spent 65 years of life, so 65 - 18), a "retire" button should become available.
  • Retirement should make the player unable to take new jobs, lose their job, and perhaps lose the penalties from career upgrades.
  • An option to retire in advance should become unlocked at some point, based on either income, capital, or passive income (TBD)

Add flavor

  • Add flavor:
    • Different job titles & descriptions
    • Event texts for example when upgrading career

Add debug tools

Idea:

  • Add debug tools
    • Should display in an overlay when "debug" is set in local storage, or perhaps given in the URL
    • Possible tools:
      • Reset all cooldowns

Improve game style

The overall style could use a lot of improvement. This issue can be closed when a final style is decided on and implemented.

Add prestige mechanics

Idea:

  • Once player dies, time is sped up by 0.01 (so one second takes 0.99 seconds the first time).
  • Some kind of perk should be given on rebirth based on something. Total accumulated capital?

Add "reject" button to available jobs

The player should be able to remove unwanted ones as many jobs are quite undesirable. This should accomplish nothing but cleaning up the UI a bit at first.

Add passive income mechanics

For starters, a savings account that the player can deposit into and withdraw from.

Other ideas:

  • Stonks
  • Crypto currencies

Add savings account interest mechanics

Mockup:

Next upgrade at [threshold] saved [Increase interest [price]]

Threshold should increase 10-logarithmically, so the first upgrade can be bought at $1 saved, the next at $10 saved, the next at $100 saved, and so on.
Price should increase 2-logarithmically, so the first upgrade can be bought for $1, the next for $2, the next for $4, and so on.

Add manual resource gathering button

Idea:

  • Add "whatever it takes" button
    • Each click increases capital by 0.01
    • Each click increases stress by 0.01 for 1 day (stacking, clicking sets the countdown back by 1 day)

Add basic game over mechanics

This is just to give the game some kind of end for the 0.1 release

Ideas:

  • At year 47 (when the player character has spent 65 years of life, so 65 - 18), a "retire" button should become available. #40
  • When the player presses this button, the end game score should be calculated.
    • End game score = (capital + money in passive income assets) / age
      • This formula may be adjusted
    • Don't show the formula to the player

Add aging mechanics

Examples:

  • Base stress increases every X years
  • Retirement age
  • Death & rebirth (prestige)

Add flavor game logic

Part of #2
The idea is to add the game logic for flavor such as job names and descriptions without having to add much flavor first. Flavor can then be added gradually.

Add a data folder with a jobs.js. Turn this into proper json later.

The contents should look something like:

const jobs = {
    "jobs": [
        {
            "name": "Janitor",
            "description": "You sweep the office floors",
            "minLevel": 0,
            "maxLevel": 2
        }
    ]
}

Read the jobs into some data structure where a job name and description can be randomly selected by level.

Add tax mechanics

Idea:

  • As total income increases, a progressive tax (with tax brackets, probably logarithmic ones) should start being applied.
  • There should be tax evasion mechanics, such as stuffing some capital away in shell companies

Add death flavor

Requires the death mechanics from #30, as well as #26

Should display the cause of death when the player dies

Add loan mechanics

Idea:

  • Add loan mechanics
    • Check every day rollover if capital is negative, if so take a loan to cover it, adds interest costs
    • Loans will be displayed at the top, with interest rate, costs, and an option to pay parts of it back

Add bankruptcy mechanics

Once a max number of loans is reached, something should happen. This needs to be addressed because many loans causes the game to slow down tremendously.

Ideas:

  • Add a "max loans" number view to the loans box.
  • Once max loans has been reached, take loans should be disabled.
  • Something should happen once max loans is exceeded:
    • Game over?
    • Bankruptcy event, ideas:
      • Removes all capital and passive income
      • Additional penalties, reduce career upgrade levels? Increase base stress?

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