

Parallel tasks: a research job may consist of different tasks that can be performed independently before joining everything and move to the next step (like collecting data before analysing it or testing a scenario multiple times).Also, such resources aren't necessarily available to the player yet: if a research job is about a newly discovered mineral, more samples of such mineral are needed, and the player needs to go and harvest more. An upper bound is needed: an infinite workforce doesn't get the job done at a glance.

putting more scientists to work or increasing/upgrading the current machinery in use. Add more resources to a job: the player can increase the number of resources for a given job, e.g.

#Rimworld tech level how to
As a game designer, you can translate these aspects into opportunities to involve the player in the action this leads to the next point, Interactive and meaningful How to bring the player into the research, making it somewhat interactive It usually depends on the field of study, e.g. At the same time, research isn't a linear process but it involves several steps: data gathering & analysis, experiments, testing. Therefore, the player expects time shall pass between the beginning of a research and its final results, be it a couple of minutes or a whole day. Well, science actually does take time when it comes to Research & Development in real life. Not boring Not having to select research and wait for it to complete over a period of time How can I design a research/progression system that meets the goals described above, while avoiding the problems posed by my ideas so far? Is a linear approach to research/progression good, or are there ways of making it less predictable and more dynamic? If the research tree were similar to the one in this question (example from Rimworld), as in, be very linear, would randomly obtained blueprints always unlock a recipe that's CURRENTLY available (one the player can see), or should it have a chance to unlock a recipe down the line which has unfulfilled requirements? (one that is locked and the player has no idea what it could be? random events happen, such as a plane crash, which results in a blueprint/recipe being left on the floor (this is a cool and exciting way to do it, but it's unpredictable and inconsistent).killing creatures that drop clues/technology (the game has to have a limited amount of creatures, which probably isn't enough to match the required amount of technology that needs to be dropped).recipes/blueprints could have a chance to be dropped while mining (the initial mountains that generate would eventually run out, so this isn't sustainable).Some ideas I had (and why they're not good enough): rewarding (research shouldn't be a chore, and every time a new technology is discovered/researched, it should be something to look forward to).consistent and progressive (a player should know at least vaguely what they are progressing towards, but maybe not all game content should be revealed to them).interactive and meaningful (brings the player into the research, making it somewhat interactive).active (not having to select research and wait for it to complete over a while).On a map that is quite limited and further exploration isn't possible (think 500x500 tiles), I want to make a progression/research system that unlocks new items (weapons, tools) and structures (furniture, production devices, turrets, etc.), that can then be crafted or built, and that is: However, a player may only research one technology at a time and does so by having a colonist sit at a research table and mindlessly wait while the technology is being researched, which seems pretty dull. More advanced research is locked until you research simpler things first, like so: In RimWorld, the player has a research tree and all technology to research is visible from the beginning.

I am making a game similar to RimWorld and I am having trouble designing a good research/progression system.
