Documentation / The town

🏘️ The town 小鎮

What it does 做乜嘢

A 3D grid the player builds on directly. Houses cost coins and materials, take ten minutes to six hours to build, and each adds 8 to 40 population. Community buildings are gated behind population and each switches a system on: Town Hall, Farmers Market, Train Station (population 8), Dock (18), Mine (22), Zoo (25), Museum (30), Restaurant, Cinema, School, Hospital, Fire Station, Airport and Sports Arena. Decorations feed a town-charm score that pays a small daily coin bonus. Roads connect it all, and villagers walk them. 一個玩家直接喺上面起嘢嘅 3D 網格。屋要金幣同材料,起十分鐘到六個鐘唔等,每間加 8 到 40 人口。社區建築要夠人口先解鎖,每座都會開啟一個系統:市政廳、農墟、火車站(人口 8)、碼頭(18)、礦場(22)、動物園(25)、博物館(30)、餐廳、戲院、學校、醫院、消防局、機場、體育場。裝飾會加人氣值,俾一啲每日金幣獎勵。馬路連晒成個鎮,村民真係會沿路行。

How it works 點運作

The town is alive whether or not you are — villagers keep walking the road network during offline resume, resolved by the same headless tick as everything else, and rendered once the engine is watching again. 唔理你喺唔喺線,個鎮都係活嘅——村民就算你唔喺線都會繼續沿路網行,跟其他嘢一樣用返嗰套無畫面 tick 去計,等引擎再睇緊嘅時候先畫返出嚟。

Failure modes 失敗情況

Because population gates community buildings, a save with population miscounted would misgate every downstream system — this is exactly the kind of cross-system dependency the design plan's architecture calls out for the balance validator to catch (no unlock orphaned, no chain unreachable). 因為人口係社區建築嘅解鎖條件,人口計錯就會令所有下游系統都跟住錯——呢種跨系統依賴正正係設計計劃「架構」部分要求平衡驗證工具去捕捉(冇孤兒解鎖,冇去唔到嘅鏈)。

What is not yet implemented 仲未整好嘅部分

The published v0.1.0-22 desktop baseline is available (see the changelog). Building costs, build times, and the population-gate list for all thirteen community buildings are balance data, alongside the mesh definitions for every building the town can hold. 已發佈嘅 v0.1.0-22 桌面基準而家可以下載(睇更新日誌)。建築成本、建造時間,同十三座社區建築嘅人口門檻,都係平衡數據,同小鎮可以擺嘅每座建築嘅 mesh 定義一齊管理。