Difference between revisions of "Add a new building to Beer Factories"

From Beerplop
 
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* Building state in Beer Factories state
+
*Building state in Beer Factories state
* Constant building data in FACTORY_DATA_FIX
+
*Constant building data in ''FACTORY_DATA_FIX''
* Add translations for building name and description
+
*Add translations for building name and description
* Define two upgrade paths
+
*Define two upgrade paths
** Labels for upgrade paths
+
**Labels for upgrade paths (if they don't exist yet)
** requirements, prices and callbacks in Upgrades.js
+
**requirements, prices and callbacks in Upgrades.js
** Title and description for each upgrade
+
**Title and description for each upgrade (if required Language Middleware expansion)
* Achievement building unlocked
+
*Achievement building unlocked (with translations)
* Amount achievements (Language Middleware expansion of description)
+
*Amount achievements (with translations and Language Middleware expansion of description)
* Define base building price in REQUIRED_MATERIALS__FACTORY_CONSTRUCTION
+
*Define base building price in ''REQUIRED_MATERIALS__FACTORY_CONSTRUCTION''
* Define when the building gets unlocked in FACTORY_ENABLE_LIMITS
+
*Define when the building gets unlocked in ''FACTORY_ENABLE_LIMITS''
* Create building icon
+
*Create building icon
* Implement special logic for the building
+
*Implement special logic for the building
 +
**factory extensions
 +
**....
 +
 
 +
If an upgrade path of the building unlocks a factory extension
 +
 
 +
*define the extension in ''EXTENSIONS''
 +
*Add translations for extension name and description
 +
*Achievement extension unlocked (with translations)
 +
*Use the method '''enableFactoryExtension''' to unlock the extension in Upgrades.js
 +
*create extension icon
 +
 
 +
If the new building or a factory extension of the building produces new materials
 +
 
 +
*Add the material state in Beer Factories state
 +
*Add the storage divident in ''MATERIAL_STORAGE_DIVIDENT'' to define how much of the material can be stored
 +
*Add translation for material name
 +
*Add materials amount achievements (with translations and Language Middleware expansion of description)

Latest revision as of 12:50, 17 September 2020

  • Building state in Beer Factories state
  • Constant building data in FACTORY_DATA_FIX
  • Add translations for building name and description
  • Define two upgrade paths
    • Labels for upgrade paths (if they don't exist yet)
    • requirements, prices and callbacks in Upgrades.js
    • Title and description for each upgrade (if required Language Middleware expansion)
  • Achievement building unlocked (with translations)
  • Amount achievements (with translations and Language Middleware expansion of description)
  • Define base building price in REQUIRED_MATERIALS__FACTORY_CONSTRUCTION
  • Define when the building gets unlocked in FACTORY_ENABLE_LIMITS
  • Create building icon
  • Implement special logic for the building
    • factory extensions
    • ....

If an upgrade path of the building unlocks a factory extension

  • define the extension in EXTENSIONS
  • Add translations for extension name and description
  • Achievement extension unlocked (with translations)
  • Use the method enableFactoryExtension to unlock the extension in Upgrades.js
  • create extension icon

If the new building or a factory extension of the building produces new materials

  • Add the material state in Beer Factories state
  • Add the storage divident in MATERIAL_STORAGE_DIVIDENT to define how much of the material can be stored
  • Add translation for material name
  • Add materials amount achievements (with translations and Language Middleware expansion of description)