Indicator: Difference between revisions

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====Global indicators====
====Global indicators====
;Green
: Green is the amount of green in an area. More trees and open (grassland) areas increase the score for green. Buildings and concrete decrease the score for green.
;Parking
: Parking is the amount of parking spaces in an area. Many buildings have an associated need for parking spaces in the area. By building parking facilities, the score on the parking indicator can be increased.
;Livability
;Livability
: Livability is the extend to which an area is pleasant to live in. More open spaces, luxury buildings and green increase livability. Densification, poor quality buildings and lack of nature decrease livability.
: Livability is the extend to which an area is pleasant to live in. More open spaces, luxury buildings and green increase livability. Densification, poor quality buildings and lack of nature decrease livability.
;Green
: Green is the amount of green in an area. More trees and open (grassland) areas increase the score for green. Buildings and concrete decrease the score for green.
;Heat Stress
: Heat Stress is the amount of warmth held by an area. More open space, grassland and water allows for heat to dissipate, and increase the score for heat stress. Densification and concrete increase the heat of an area, and lower the score for heat stress.
;Water Storage
;Water Storage
: The amount of water storage capacity in an area. A greater capacity for storing water means an area becomes more resilient when faced with rain. Areas of open water, water-permeable surfaces and other means of storage increase the score for water storage.
: The amount of water storage capacity in an area. A greater capacity for storing water means an area becomes more resilient when faced with rain. Areas of open water, water-permeable surfaces and other means of storage increase the score for water storage.
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Each indicator has a number of properties. Changing these properties will change the appearance of the indicator for the players.
Each indicator has a number of properties. Changing these properties will change the appearance of the indicator for the players.


*;Name
;Name
*: The full name for indicator. This is the name that will appear as the title of the indicator in game.
: The full name for indicator. This is the name that will appear as the title of the indicator in game.
*;Short name
;Short name
*: The short name for indicator. This will appear in areas where multiple indicators are summed up.
: The short name for indicator. This will appear in areas where multiple indicators are summed up.
*;Color
;Color
*: The color for the indicator. The color will be used to display the indicator in graphs and charts.
: The color for the indicator. The color will be used to display the indicator in graphs and charts.
*;Description
;Description
*: The description for the indicator. Most indicator have a fitting default description, but by customizing this text it is possible to guide the players towards specific actions, provide hints or refer to other sources of information.
: The description for the indicator. Most indicator have a fitting default description, but by customizing this text it is possible to guide the players towards specific actions, provide hints or refer to other sources of information.
*;Target
;Target
*: The goal to reach for this indicator. This is the most important property, because by setting the target, you are directly instructing the stakeholder what they should strive for in the game. Depending on the selected indicator type, one or more values can be entered for targets. For example: for a budget indicator, you only need to set the amount of money the stakeholder should have remaining. For the building indicator, you can enter a separate goal for each type of building.
: The goal to reach for this indicator. This is the most important property, because by setting the target, you are directly instructing the stakeholder what they should strive for in the game. Depending on the selected indicator type, one or more values can be entered for targets. For example: for a budget indicator, you only need to set the amount of money the stakeholder should have remaining. For the building indicator, you can enter a separate goal for each type of building.


===Influencing Indicators===
===Influencing Indicators===


Actions that can be taken to influence indicators
During the game, players are able to influence indicators by taking actions. Almost every action has an effect on at least one indicator.


===Changing the effects on Indicators===
===Changing the effects on Indicators===

Revision as of 12:57, 12 August 2014

After reading this page

  • You've learned what indicators are
  • You've learned what predefined indicators exist in the Tygron Engine
  • You've learned what other parts of a game can influence indicators
  • You've learned how to alter existing indicators in your game
  • You've learned how to add and remove complete indicators

Indicators

Indicators are the targets which exist in a game. They are named after Key Performance Indicators, a measure by which organizations evaluate their success. Indicator are a primary part of your game, and serve as the guiding element by which players can determine whether they are making progress.

Types of indicator

A number of indicator types exist in the Tygron Engine. Most are global indicators, which means they are the same for the entire world. Others are specific to a stakeholder, which means they are only of concern to that specific stakeholder.

Stakeholder-specific indicators

Budget
The amount of money available to a stakeholder. Most actions in the Tygron Engine require money by default. Actions which require spending more money than the stakeholder has available is not allowed. Should the stakeholder end up with a negative budget, their final score will be 0 until their budget has restored.
Building
The amount of constructions that a stakeholder must reach. The targets for this indicator are subdivided into different types of constructions, such as luxury housing, offices, green and leisure. This indicator is unique in that a player will be penalized for exceeding their goal.

Global indicators

Green
Green is the amount of green in an area. More trees and open (grassland) areas increase the score for green. Buildings and concrete decrease the score for green.
Parking
Parking is the amount of parking spaces in an area. Many buildings have an associated need for parking spaces in the area. By building parking facilities, the score on the parking indicator can be increased.
Livability
Livability is the extend to which an area is pleasant to live in. More open spaces, luxury buildings and green increase livability. Densification, poor quality buildings and lack of nature decrease livability.
Water Storage
The amount of water storage capacity in an area. A greater capacity for storing water means an area becomes more resilient when faced with rain. Areas of open water, water-permeable surfaces and other means of storage increase the score for water storage.
Qualitative
The qualitative indicator is a special indicator, in that no complex calculation model exists behind it. It simply tallies points that are scored for this indicator. When creating a game, you can define specifically what actions increase or decrease the score on a qualitative indicators. Although a qualitative indicator is a global indicator, you can add as many as you like to a game.

Indicator Properties

Each indicator has a number of properties. Changing these properties will change the appearance of the indicator for the players.

Name
The full name for indicator. This is the name that will appear as the title of the indicator in game.
Short name
The short name for indicator. This will appear in areas where multiple indicators are summed up.
Color
The color for the indicator. The color will be used to display the indicator in graphs and charts.
Description
The description for the indicator. Most indicator have a fitting default description, but by customizing this text it is possible to guide the players towards specific actions, provide hints or refer to other sources of information.
Target
The goal to reach for this indicator. This is the most important property, because by setting the target, you are directly instructing the stakeholder what they should strive for in the game. Depending on the selected indicator type, one or more values can be entered for targets. For example: for a budget indicator, you only need to set the amount of money the stakeholder should have remaining. For the building indicator, you can enter a separate goal for each type of building.

Influencing Indicators

During the game, players are able to influence indicators by taking actions. Almost every action has an effect on at least one indicator.

Changing the effects on Indicators