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Climate Controller

DESCRIPTION

Climate Controller was a solo game I developed as part of a module where we focused on our design process and discover what more niche areas of design that we would like to continue to pursue in the Final Year of University.

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I chose to focus on Systems Design, specifically focusing around how I could translate the information present within the game to the player without overwhelming them and reducing the need to read external sources to understand game mechanics.

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I chose to make an RTS game around controlling the amount of energy present within a given region, keeping the populous happy with enough energy and reducing any side effects that would arise from certain Power Production types. This then needs to be kept up throughout all regions until the technological progress of the planet is able to use 100% of energy resources available on the planet.

GENRE

Real Time Strategy, Crisis Manager

PLATFORM

PC

Status

In development

World Design

To help the separate out information for the player, I split my world into regions which were then split into further Sub-Sections. These can then be managed individually by the player without needing to worry about other sections.

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Sub-Regions in game

These regions were split roughly along Geographical lines with their Sub-Region counts being more based on population density, averaging around 7-8 Per Region.

These Sub-Regions would then have their own stats, according to their rough conditions and energy consumption of the region, this would then set the starting conditions for the player.

These stats are Pollution, Science Contribution, Happiness, Energy Produced & Power Plants present.

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Both Pollution Levels, Energy Produced and another variable called Corruption contribute the

amount of happiness in a region, if it gets too low, game over!

Each Sub-Regions can then hold Power Plants which produce energy needed to satisfy the demand the region needs. These Power Plants can be bought with the funds that each region generates on the daily and be spent on 1 of 6 Power Plants.

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Sub-Regions also have geographical stats that can affect how much energy a power plant produces or stops it from being placed all together (e.g., UV Index & Solar Power).

UV Index

UV Index

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UV Index

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Water Availability

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Terrain Height

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