[Brainstorming] Ideas to improve this awesome game.

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lrtbyrne
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Postby lrtbyrne » Mon Nov 19, 2012 1:17 am

Prison Architect would be much better if it had an Online Mode. Where you could build with friends or just with random people. Thats just my idea. :D
Aznsteel
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Postby Aznsteel » Mon Nov 19, 2012 3:11 pm

lrtbyrne wrote:Prison Architect would be much better if it had an Online Mode. Where you could build with friends or just with random people. Thats just my idea. :D

This idea has been brought up many times, It would really not make sense to build with friends because well, you can ruin each others buildings
Tidbits
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Postby Tidbits » Wed Nov 21, 2012 3:42 am

I have one specific thing to add to this list, specifically related to staff undermining my security with bad choices of pathing, and block A prisoners trying to eat dinner at the block B canteen.

There should be a tool made to give characters a sense of direction and placement, I have multiple ideas to do the same function.

- To avoid traffic in unwanted areas, we could mark zones of, "Heavy", "Medium", "Low", or "Only-when-necessary" traffic.

- Another method is making selective passage zones, allowing specific npc's.
*Prisoners will alarm staff if they enter the wrong zone and are spotted
*Staff will simply take the next best route to their destination.

- One simple idea I had in effort to resolve staff going though places that needed closed doors was to add a small distance multiplier though every doorway that they pass through.

Hopefully people can agree this could greatly benefit them in creating a complex prison design
Gemberkoekje
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Postby Gemberkoekje » Wed Nov 21, 2012 9:45 am

Aznsteel wrote:
lrtbyrne wrote:Prison Architect would be much better if it had an Online Mode. Where you could build with friends or just with random people. Thats just my idea. :D

This idea has been brought up many times, It would really not make sense to build with friends because well, you can ruin each others buildings


Honestly, if you want this it should work like Theme Hospital.
Kibbles0515
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Postby Kibbles0515 » Wed Nov 21, 2012 4:25 pm

Tidbits wrote:I have one specific thing to add to this list, specifically related to staff undermining my security with bad choices of pathing, and block A prisoners trying to eat dinner at the block B canteen.

There should be a tool made to give characters a sense of direction and placement, I have multiple ideas to do the same function.

- To avoid traffic in unwanted areas, we could mark zones of, "Heavy", "Medium", "Low", or "Only-when-necessary" traffic.

- Another method is making selective passage zones, allowing specific npc's.
*Prisoners will alarm staff if they enter the wrong zone and are spotted
*Staff will simply take the next best route to their destination.

- One simple idea I had in effort to resolve staff going though places that needed closed doors was to add a small distance multiplier though every doorway that they pass through.

Hopefully people can agree this could greatly benefit them in creating a complex prison design

Another way to implement this is to simply create zones and specify who can use them. Staff-only, guards-only, etc. This way, you won't have workers just walking through high-risk areas unless they are ordered there to fix something.
Also, perhaps create a way to designate entrances and exits. I don't want my new prisoners walking through the shower when I created a perfectly good door right next to it for them to go through.
raresteak
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Postby raresteak » Thu Nov 22, 2012 11:12 am

Minor suggestion on FoW:

Mark brought up what if prisoners destroyed objects or even walls when you have no workers to view it? Well instead of adding the roof effect to show that it's out of control area, I think we should follow suit with what (I think) many other RTS games do. It simply remains as if everything is intact until a worker or guard "discovers" the area, and the destruction that's taken place. And then that's the new "default" look in and out of the FoW, until of course, something is done to fix or change it.

What ya guys think?
Jake012
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Starting Money

Postby Jake012 » Fri Nov 23, 2012 12:09 pm

Hey,

Perhaps an option to adjust your starting money in sandbox mode?

Excellent game guys, keep up the good work!
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Piemanno
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Postby Piemanno » Fri Nov 23, 2012 2:56 pm

Jake,

An easy way to edit how much money you have in a save game is to edit the save file.
Go to C:\Users\[Your user name]\AppData\Local\Introversion\Prison Architect\saves.
A simple way to get there is to Run (Windows button+R) and type %appdata% then go up a folder and into local and continue as above.

Find the .prison save file which you want to edit and open it with a word editing program (I simply use notepad) and search for balance.
When you find it, edit the succeeding number to the amount of money you want.

There you go, enjoy infinite money!

Piemanno
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koshensky
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Postby koshensky » Fri Nov 23, 2012 5:18 pm

for simplicities sakes, %LocalAppData% takes you straight into the Local appdata folder.

There are a few save-game editors kicking around here as well. The search function doesn't work atm, but they allow you to do this pretty simply amongst other things. Probably kicking around on the wiki as well...
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Piemanno
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Postby Piemanno » Fri Nov 23, 2012 7:56 pm

Thanks Koshensky!
I learn something new every day.

Piemanno
king_nothing6
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Tool bar

Postby king_nothing6 » Sat Nov 24, 2012 11:55 am

love the game, had a thought while playing...

when you click an object or person in game a message/option window opens right in the middle of the screen and can get in the way.
for example if you want a guard to go to a prisoner trying to escape, you click the guard and a window opens with options to fire the guard, then you need to scroll around this window to find the escapee.
i thought i would be great to have a tool bar at the bottom of the screen, so anything you click will open its options at the bottom of the screen instead of interfering with the gameplay. maybe it could open more than one item at a time. so if you have a light overlapping a door both sets of options show at the bottom so you can click dismantle for each.

another thought was a digital re-sizable clock, the current one takes up far more room than it needs too a small digital clock in the bottom corner would be less intrusive. :D
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Piemanno
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Postby Piemanno » Sat Nov 24, 2012 12:45 pm

Regarding simplifying catching escapees; one of the ideas I saw floating around here was that pressing "G" would automatically select the nearest guard.
So if you wanted to easily send a guard somewhere, you could do so quickly and effectively.

Piemanno
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Postby The13thRonin » Sat Nov 24, 2012 4:00 pm

As posted in another thread:

"Features I would like to see in order [not everything I'll keep adding to the list]:

1. More prisoner statistics: What crimes did the prisoner commit? When will the prisoner be released? How many times has the prisoner been stabbed? How many times has the prisoner attacked another inmate? How many times has the prisoner attacked a staff member? How many times has the prisoner attempted escape? What gang is the prisoner affiliated with? What racial group does the prisoner identify with? What is the prisoners religion? Who are the prisoners best friends? Who are the prisoners worst enemies? How long has the prisoner been institutionalised? What is the prisoners level of education? What drugs is the prisoner addicted to? Etc... Etc... Ideally prisoner statistics will help form...

2. Prisoner personalities: Is this prisoner prone to rage and violence or is he a coward? How much influence does he have over other inmates? How likely is this prisoner to flip out if he is unhappy? How likely is this prisoner to flip out for no reason at all? Is this prisoner a career criminal or open to rehabilitation? Is the prisoner very religious? How well does the prisoner tolerate authority? How likely is the prisoner to try to escape? Is the prisoner likely to hurt themselves? Is the prisoner friendly or intimidating? Personalities and statistics could help form...

3. Friends and foes: Prisoners are able to form friendships [usually with cellmates and other prisoners who share similar crimes or prisoners who work together or share a racial or religious group]. Prisoners are also able to hold grudges against both other inmates and also particular guards. Prisoners may attempt to instigate attacks against their enemies.

4. Prison gangs: Prisoners can form into gangs with other prisoners who have committed similar crimes and along racial lines [I have seen this suggestion amusingly be referred to as racist Rolling Eyes. Racism is treating a group of people as either inferior or superior to others. For example if Introversion made a certain group of prisoners lets say prisoners with darker skin more violent then that would indeed be racist. Recognising the fact that prison gangs are almost always formed along racial lines is not racist... Not even a little bit].

5. Prison sectors: The prison can be divided up into sections which prisoners can be assigned to [eg Cellblock A or Cellblock B]. The prisoners can be assigned custom coloured jumpsuits to keep track of what section they belong to. Prisoners can easily be transferred from one section to another if needed. Transferring prisoners to break up gangs or deal with influential prisoners will make them unhappy and can cause riots if the prisoner is charismatic or popular.

6. Drugs: It's a mature game about the American penal system so I don't think drugs would be out of place. Drugs are another fact of prison life and they'd provide more challenge in keeping out contraband and also making the prisoners more violent and unpredictable.

7. Chapel building and clerical staff member: A place where some of the prisoners can go to seek absolution. Can make prisoners who visit here less violent... Espicially prisoners whom are are lifers or on death row. Clerics are required to run the chapel and comfort unhappy inmates."
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Pieckton
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Postby Pieckton » Sun Nov 25, 2012 10:26 pm

A new interface in Deployment should be great to define "zones". I have some trouble withe the door for staff only, some prisonner wait the passage of a staff member to pass. A zone system (with forbiden zone for prisonner, zone allow only prisonner with escort etc...) should fixe this !
Aznsteel
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Postby Aznsteel » Tue Nov 27, 2012 12:11 am

I was watching superhero movies and then I saw the suggestion to add prisoner classification like The Boxer and the Magician. Maybe adding a supervillian that will try any wits to escape?

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