Devlog #23 - OfficeSystem

 
***Game design change -  added officeSystem

Essentially, I have thought about adding another layer of depth for managing and also reflecting the real life business. Only this time, office is universal an essential part of the managment and workload of all subdivisions. This way, in order that the efficiency and profit of all subdivisions is at maximum, the office workload has to be less then the maximum workload based upon the amount of workers.

For example:

Each subdivision, store, industry..and later more stuff( when i introduce hah), has a certain amount of hardcoded workload, officeSystem basically scans through all subdivisions and takes the subdivision.officeWorkload, then adds it all together and then it compares it to the maximum workload possible that workers produce. For example, if we say that one worker produces 20 workload points per day, a single store can use for exmaple 5, and a single worker 1 workload, so a store with 5 workers, would have total of 10 workload points, which means that there is still 10 more points available for other businesses. For example , one office one worker 20 wokload, and company has 10 from store, the efficiency of this office is 100% and the amount of workload for this office is 20/10  is 50% .

Same way, if the collective workload of all subdivisions is higher then the maxium office workload, the penalty is introduced. that i won't say exactly how, becuase that is the part of the game secret sauce hah. Kidding.

New system introduced here , as we already changed in the industry, now we are immediatly applying the same rules and the same structure here: 

public enum OfficeType

{

    SmallOffice, 

    MediumOffice, 

    CorporateOffice, 

    OfficeComplex, 

    CityHQ, 

    HQSkyscraper

}

Now here we have 6 different types and sizes of the Office, same way, different settings max workers, max values etc.

Another balancing and fun game design is that the higher the office, the higher the amount of workload per worker avilable. So in small office one worker is efficient lets say 20, and in bigger office 25-30..








Another idea that will be later implemented, and here is only placeholder, is office Image, which will be probably Vector 2d, and it will change based upon the size, that will be implemented across all other cities, and subdivisions. This will require a asset designer or graphic designer, since I couldn't find anywhere so many different type of same office but different size haha.

What we can also see is that the salary is not tehs same as the average of the city, which is because of the balancing reasons and fun, office workers have higher average salary then retail workers. 


Problem 1 :  Was that the bar should awlays be 100%, regardless of the workload is 30,50 or 70 from 100. but displaying that would be that it doesnt actually show the workload/ maxWorkload.

That is why i actualy kept , as well as for the clarity purpose, that it actually shows the workload divided by the maxWorkload possible for the current amount of workers.


In essence, imagine that there is a big office, corporate office, lets say it has 100 workers. 100 workers give about  3000 workload points, and lets say the current amount of workload for all subdivisions, trucks, buildings, is 1500 , it would essentially show 50% , but, player wouldn't really know why and what is the reason. By actually counting it like this, we keep the clarity that shows exactly how many workers, whats the workload and what is the maximum available. then when we count that we calculate the actual workload based per office.

Expenses, as everythinghere is interconnected, so the salary, hiring ,and firing, all depends on the city's wealth, city population, average salary etc.. Which is the part i love the most to do. Design the system!! 

thanks!!!




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