Sneak peak of Prototype 2:
Prototype 2: Pollution & Health So, we learned some things from Prototype 1. We'll reiterate quickly the things we planned to do for this prototype after the jump, followed by a link to the playable Prototype 2.- Fix the visual clutter
- Implement pollution (hopefully to encourage spreading out buildings)
- Implement health (to provide reward/punishment for pollution)
- Allow destruction of buildings (for now they just instantly disappear for no cost)
- Buildings now have the same movement cost as dirt (to encourage road building)
- We're going to use gold for the "Great" condition because green connotes "sick."
- We're not going to implement people dying yet, they just go down to sickly green instead, the lowest health.
- At "deadly" health levels, a person has an output of ZERO, but will still work for a full 8 hours, getting nothing done but still occupying work space!
This is a companion discussion topic for the original entry at http://www.fortressofdoors.com/super-energy-metropolis-prototype-2/