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Selectboard-Strategic-Saga

Game Objective

Players, acting as town selectboard members, explore a stylized version of their town to collect, prioritize, and timeline infrastructure and community development projects. The game simulates real-world planning challenges, including budget constraints and unexpected events.

What is a succeful run of the game: budget is in the green, citizen happiness/impact (how do we measure that, do the users set that value or do we?), distribution of work, user scorer of effort for a project (overcommitment by month? Quarter?)

Game World Structure

The game world is a 2D top-down map divided into zones, each representing a key area of municipal planning:

1. Transportation Zone (The Roadhouse)

  • Focus: Roads, bridges, sidewalks, public transit
  • Project Examples: Bridge repair, new bike lanes, road resurfacing

2. Water & Sewer Zone (The Pit)

  • Focus: Water treatment, stormwater, sewer lines
  • Project Examples: Water main replacement, green infrastructure

3. Public Safety Zone (The Citidel)

  • Focus: Fire, police, emergency response
  • Project Examples: New fire station, emergency alert system

4. Education Zone (The Schoolhouse)

  • Focus: Schools, libraries, adult education
  • Project Examples: School roof repair, library expansion

5. Parks & Recreation Zone (The Great Forest)

  • Focus: Trails, playgrounds, community centers
  • Project Examples: Trail extension, park revitalization

6. Downtown & Economic Development Zone (The Square)

  • Focus: Small business support, zoning, housing
  • Project Examples: Façade improvement grants, mixed-use zoning on of town buildings

Characters: Selectboard Members

Each player controls a selectboard avatar with unique traits (e.g., Budget Hawk, Community Advocate, Infrastructure Buff). They collect Project Tokens from each zone and carry them in a Planning Satchel.


Project Tokens

Each token represents a budgetary item with:

  • Name
  • Cost
  • Impact Score
  • Urgency
  • Dependencies (e.g., road must be fixed before school bus route is viable)

Players must prioritize and sequence these tokens in a Strategic Planning Table at Town Hall.


Chaos Element: “The Disruptor”

A roaming chaos entity introduces random events such as:

  • Floods that destroy roads
  • Budget shortfalls
  • Emergency overrides (e.g., school boiler failure)
  • Public protests that shift priorities

These events force players to reassess priorities, reallocate funds, or delay projects.


Strategic Planning Phase

At the end of the journey:

  • Players enter Town Hall
  • Use a drag-and-drop interface to build a timeline of projects
  • Must stay within a multi-year budget
  • Receive feedback from virtual stakeholders (residents, businesses, etc.)

Godot Implementation Notes

  • Scenes: Each zone is a separate scene with its own logic and assets
  • Inventory System: For carrying project tokens
  • Dialogue System: For NPCs and stakeholder feedback
  • Event System: For chaos events and inter-zone dependencies
  • UI: Strategic Planning Table with timeline and budget meter

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