feat: chain tags
- Lenguaje dominante
- TypeScript
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Descripción
possibility of tagging Chains (eg: earthquake > NaturalDisaster + Eco + Negative )
available tags: Positive, Negative, Company, Disaster, Eco
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Original reflexion:
#### tags idea
outcome tags: Positive, Negative, (and optionally) Extremely positive, Extremely negative
general: Eco, Ship, Sensors, Company
we should restrict new tag, and try to not create too many of them
#### tags impact
we could add an additional Effect:
- TagX increased probability
- or TagX decreased probability
example: maybe a Company Chain, would resolve to your manager being mad at you, increasing probability in the next turns to trigger other Company + Negative Chains
##### posibilities
We could use Tags in the future to add additional chain behaviours
we could use them to UNLOCK new Tiers of chains
to unlock sets of Chains related to a topic (IA, GenomeModification)
example: you did too much decisions degrading the ecosystem, and now you unlock a SpecialTemporaryEffect (an additional Feature) called EcosystemApocalypse, that triggers a lot of Negative + Environnement Chains
Guía de contribución
No hay ninguna guía de contribución indexada para este repositorio
Línea de trabajo
No files, tests, or entry points are specified. Start by locating where Chains are defined and where chain outcomes/effects are computed in the TypeScript game logic, then trace any validation/configuration flow that could enforce allowed tags. Identify where probabilities are currently stored or adjusted so TagX effects can be implemented. A good stopping point is a clear tag model (with restricted allowed tags) and observable chain behavior changes tied to those tags.
Escrito por el modelo de indexación a partir del texto del issue.
Evaluación
- Stack tecnológico
- typescript
- Área
- game-dev
- Tipo de issue
- Nueva funcionalidad
- Dificultad
- 5/5
- Tiempo estimado
- Más de una semana
- Estado de actividad
- Estancado
- Claridad
- Necesita aclaración
- Aptitud para principiantes
- 28/100