Roadmap: Features

This page loosely collects all features envisioned for the Red Robots. Features are colour-coded to indicate priority, where colours mean high, medium or low priority. Some tasks have been done already as well.

  • Basic game mechanics
    • Designating tasks for Robots
    • Basic set of resources: Strawberries, Oxygen, Silicon, Aluminium, Iron
    • Robot task: Resource collection and storage
    • Designating building construction
    • Robot task: Construction
    • Producing more Robots in factories
    • Humans spawning and loitering about
    • Humans loosing entertainment, stalling Robots at random
    • Robot task: Entertaining humans
  • Resource gathering and usage
    • Main Resource: Strawberries
    • Finding resources through exploration
      • At further distances from the current base position
      • Through new technologies that allow other kinds of scanning
    • Extracting resources from the environment
      • Harvesting technologies
      • Specific buildings or robot tools
    • Transforming resources to aquire intermediate products
      • Requires robot labour or factories
    • Handling waste products
      • Garbage dumps
        • Unpleasant to humans, will result in eco-protests
      • Vaporisation
        • requires a lot of energy
        • has the risk to cause spontaneous release of high amounts of energy
    • Producing energy for resource excavation and processing
      • At first level, requires robot labour (pumping liquids, charging flywheels, etc.)
      • Might require resources itself (coal, steam, etc.)
      • has the risk of negative side-effects (atomic meltdowns)
      • can be unpleasant to humans
        • eco-protests due to polluted athmosphere
    • List of resources by progress level
      • Follows the relative abundance of elements on earth (https://en.wikipedia.org/wiki/Abundance_of_elements_in_Earth%27s_crust)
      • Tier 1: Oxygen (8), Silicon (14), Aluminium (13), Iron (26)
      • Tier 2: Calcium (20), Sodium (11), Potassium (19), Magnesium (12)
      • Tier 3: Titanium (22), Hydrogen (1), Phosphorus (15), Manganese (25)
      • Tier 4: Fluorine (9), Barium (56), Carbon (6), Strontium (38)
      • Tier 5: Sulfur (16), Zirconium (40), Tungsten (74), Vanadium (23)
  • Construction
    • Buildings
      • Plantations for Strawberries
      • Base, the main building
      • Storage
      • Factories
        • For producing Robots
        • For tranforming other resources
      • Power Plants
      • Transportation Buildings like conveyors or catapults
      • Laboratories
      • Human attendance buildings
        • Newsstands
        • Sports Arenas
        • Discotheques
        • Movie and Stage Theaters
          • Poetry slams, comedians, dramas,
    • Building parameters
      • Material: Elements
      • Power
  • Robots, the only kind of mobile unit players can construct
    • Robot components
      • Movement
        • Bouncing
        • Walking
        • Tracks
        • For transportation: Throwing chains
        • Flying (?)
      • Speed, based on the constructive element and energy requirements
      • Manipulation
      • Carrying capacity, based on construction element, influences weight
      • Energy consumption, based on construction element
      • Energy storage
        • Flywheels
        • Furnaces
        • Batteries (electric, atomic)
      • Logical capabilities, based on consumed Strawberry amount and energy requirements
    • Operational requirements
      • Strawberry supply
      • Energy: Mechanical, temperature, electrical
      • High-Level robots exhibit human-like requirements
    • Limits to the amount of existing robots
      • Limited through the amount of available Strawberries
        • Can be mitigated through industrial Strawberry production
      • Limited by available production materials (?)
      • Limited by available energy or charging stations
    • Robot behaviour
      • Interrupt current task to perform exceptional activity
        • Flee an interrupting human
        • recharge batteries
        • consume more strawberries, if available
          • get sad if no strawberries are available
      • Visit factory in order to get re-furnished with newer parts
  • Other Units
    • Humans
    • Animals
      • Birds
      • Bunnies
      • Sheep
      • Cows that go moo
  • Game mechanics
    • Construction
      • Building/Base design (similar to Factorio?)
    • Robot design
    • Research
    • Human attendance
      • Increasingly complex requirements (similar to Anno?)
        • Multiple kinds of entertainment
  • Emerging story moments
    • External events imposed onto the robots (similar to Rimworld)
      • Possible theme (among others): Decisions of good and evil,for example focussing on the surrounding humans
    • Starting scenarios
    • Surrounding world (similar to Dwarf Fortress, Rimworld), including Cities, Landscapes, etc.
      • Leave and move to a different area
    • Quests
      • Longer chains of story moments building upon one another (similar to Fallen London)
      • Should adapt to the behaviour of the player
    • Scriptability for player-made story content
  • Robot design and management
    • Components for robots
  • Research
    • Research tree based on elements
    • Research eras, each providing a new means of interaction
      • Mechanical systems
      • Hydraulic and electric systems
      • Atomic systems, manipulating atom per atom
    • Alternatively: Research-free system (similar to Banished)
      • progress is enabled through unlocking the various kinds of elements
      • improvements are portrayed by using different kinds of materials
      • Specific manipulators on Robots enable the construction of higher-level (i.e. later research era) buildings
  • Humans
    • Requirements of humans
      • Entertainment
        • Provided solely by robots
        • The greatest challenge to overcome, as the entertainment satisfaction of humans drains over time
        • Coronations of important humans
      • Nourishment
        • May be provided by humans themselves in the beginning, but with dwindling planetary resources, they will turn to the strawberries.
      • Shelter (?)
        • Allow robots to resettle humans, if the new conditions seem favourable
          • Useful to distract humans from other unsavoury conditions like ecological strain
      • Survival
        • Robots cannot attack humans, due to the three prime directives
        • The environment of humans must preserved
          • Ground constitution like earth or water pollution
          • animal and plant life must be kept alive
          • athmospheric conditions like hazardous gases or loss of required gases like oxygen
          • temperature
      • Transportation: Humans are well known to be lazy, right.
    • Ways to deal with humans
      • specific robots, i.e. performer robots
      • specific buildings, i.e. arenas, newspaper stands
  • Interaction with other parties
    • Humans
      • Traders
        • Trading goods: Materials, Robot parts, Technologies
      • Refugees
      • Gatherings for festivals, conferences, etc.
    • Robot traders
      • Lending workforce for Strawberries
    • Animal herds passing through
  • Game convenience functions
    • UI shortcuts, e.g. for construction
    • Saving and Loading games
    • drag selection for multiple things
    • Camera zoom automatically tilts the camera with respect to height above ground
    • Animated camera movement (esp. zoom)
    • Scalable UI, at least as long no sensible default is available
    • Canceling tasks