Game Basics SNG Outgame System Planning
Hello
This is Park Hyeong-Seon of SNG design
Designing the Shop
First I will explain how SNG system design works
The main flow of the game
is spending of gold, placing buildings, producing crops in the field
producing products in buildings, making profit from customers or orders
and obtaining gold by spending crops & products
So the game flows in short
through harvesting crops, producing products, and making profit
In the game
you will normally take those goods
and put them into production buildings to turn them into products
and combine those products again
and eventually profit from them
A villager could come over and give a quest
or for example, a truck could come over
and ask for certain products
If you complete that request
you will gain experience and level up
So the game itself is actually simple
Now let's look at how
each system is designed in detail
while looking at some diagrams
This is the flow chart of the entire game
First, crops are produced from the field
then those crops are put into production buildings
to produce processed products
Those products are re-processed
All of those mechanics have to be depicted as a flow chart
As depicted here, the orders you receive from the truck
will request certain crops
and fulfilling those orders
will give more and more EXP and gold
Friends can also use the social function
to help each other on the farm
Let's also take a look at the shop
The shop function is a important part of this game
Buildings are built through the shop
and land is also expanded here
So the shop is split into parts
such as the currency shop, and island expansion
The UI always displays
the building limit, gold and crystals
and the rest consists of tabs
There are two places to select tabs from
on the left of the screen
and on the upper part
The upper tabs are higher class
so they divide the shop into
buildings, production, currency, and expansion
Selecting one of them will change the lower UI
which has more tabs
So there is a upper category
and they consist of lower categories
Buildings consist of farm buildings, production buildings and decorations
and tapping on one will transport you to that UI
On the uppermost part of the screen
are the in-game currency you have right now
Now let's learn about the gameplay flow
of purchasing a building from the shop and placing it
You can see on the first screen that the Buildings tab is selected
You can select a farm building from there
and a pop-up will appear
when you tap the building you want
and you can tap to purchase
Once you buy the building in exchange for gold
you can place it
and then it will take time to be built
We went over this when looking at the building function
There may be some cases
where the purchase cannot be made
When you select a building in the shop
and tap 'Build'
if you don't have enough gold, or the building limit has been reached
the game has to be designed so that
the building won't be placed
When a building cannot be purchased
a corresponding pop-up would be displayed on the screen
to let the player know
For example, if they don't have enough gold
The pop-up will tell them
If the building limit has been reached
the pop-up would tell them
to increase the limit
If the currency missing is gold
tapping 'yes' on the pop-up
would get the player to the gold shop
suggesting to them to make an in-app purchase
Let's take a closer look at the shop UI
As a designer, you have to put numbers on each UI element
and provide detailed descriptions of each one
You can see there's a chicken coop
In order for the building name to written as 'chicken coop'
you would have to write that down
in the appropriate column in the data table, as a String
Then there is an image of a chicken coop
Images are displayed
by putting them into the client
through the developer's game engine of choice
So an image of a chicken coop with chickens inside
is put into the shop UI
Then there has to be information
of price, production time,
how much of the building limit it takes up
how long it takes long to build
That kind of information should go in a UI
And also, according to the player's status
whether it is possible to build a building now
should be made obvious
If the player needs to reach level 5 to build it
the chicken coop should only open once they reach that level
Before that, the chicken coop
would be displayed in a grey box, like on the right
When level 5 is reached
then, when you touch it
the UI to place it will appear
The same applies for the bakery
It has almost the same UI
You can use the same UI for these
Things like fountains are decorative buildings
Placing them will increase the building limit
The ones I mentioned up until now
such as buildings that have farm animals
or production buildings are for producing things
and building them will increase the building count
But the more you build decorations
the more the building limit will increase
So before you build production buildings
you have to place decorations
to increase the building limit
Which is why decorations have a slightly different UI
You can see the decoration name
and the gold cost, building time and the building count increase from building it
You can see the difference
The building gauge is not filled, but increased
The building also requires level 30
So you will either see
that the building can be placed
or your level is insufficient
Now I'll talk about the building details
displayed in the shop
If you tap the 'details' button
a pop-up of the building details will show up on the screen
That's the one shaped like a magnifying glass
You can see more stats related to the building
There's the building name and image, size
currently placed and maximum possible number of buildings
and the amount of gold required to place one
And the building gauge that it takes up
the time it takes to build
the type of animal that it can house
and the maximum number of animals it can house
The reason there has to be a separate UI
is because information is divided into core information and details
Core information means the kind
you must need to make a purchase
Detailed information
has to do with the building's functions
The reason details are shown using a pop-up
is because it's not possible to show everything with a simple UI
So we have two layers of information
by making the player tap the magnifying glass symbol
to view detailed information
Having to move to another UI
might also be a hassle
but without two layers, the UI would look too messy
which is why we do this
If you touch the 'details' button of a building
the details will pop up on the center of the screen
and tapping the 'close' button will close the pop-up
According to the type of building
the information shown on the details page will differ
Which is why when designing the details UI
you have to categorize
the buildings according to type, such as decoration and production
Making the details UI from scratch for each building
would make implementing this system too difficult
which is why that isn't the case
and to make the implementation easier
we categorize the buildings
There are four categories in total in this game
So it will be your job to also categorize the buildings
as you design the game
The details for production buildings are a bit different
There's the building name, image and size
then the number placed
the gold required to purchase
how much building gauge it takes up
the time it takes to build
and finally
how much of which items it can produce
That is the information displayed here
Next there is the building purchase pop-up
When you tap on something you want to buy in the shop
you will see a pop-up
You can see on the UI description
the resources that it costs
These have to be displayed for each building
Now let's look at
the flow chart for purchasing a building
The player enters the store
and the game checks whether or not the building is locked
The player might not be at a high enough level
or not have enough gold
Or they might be too close to the building limit
Then there is the maximum number
For certain buildings, you can only place up to a set number
All of those have to be checked using conditionals
in the flow chart
Doing so makes it possible for the programers
to write code for each case
This is the data table for the farm building shop
There are two reasons
that this table is so helpful
For example, if you have a buildings table
and a table for crops
then there will also be one for trees
So a data table for each type of object
You have these tables
but how to show objects in the shop
is a different problem
Even for the same object
they might have to be displayed in the shop in a different way
So you have to first make a data table with the objects as items
and later make separate tables to use in the shop
And for those tables, you only have to enter
data required for the shop
such as building type, for example
So there would be a table for production buildings, for example
And once you have reached the maximum number of a certain building
you cannot purchase it anymore
So there also has to be a conditional based on that
and if the maximum number has been reached
either by changing the UI color or via a pop-up
the player should be notified
So there is a limit to how many of each building you can place
depending on the player's level
and that information should be written down
in its own data table
called 'maximum building'
So here is an example of a max building data table
There are numbers and building serial numbers
If fields are in this table
and a field has the serial number 1001
that means all fields will have that number
So the field's ID is 1001
Chicken coops are no. 1002
cattle ranches are no. 1003
and pig pens are no. 1004
But you can see that fields have a level from 1 to 5
and the number placeable are 6 at level 1, 9 at 2
12 at 3, 15 at 4, and 18 at 5
So the numbers change
That is because according to the number in the level column
the player will be able to place as many fields
as the number in the number column
The same applies to the chicken coops and so on
When you reach level 5, 20, and 35 respectively
the number goes up from 1 to 3 and 5
This is the maximum possible number of buildings
So you have to keep the game balanced
by deciding the maximum number of each building
Because if you don't set a limit
buildings can be built infinitely
and there will be too much production
Which will end up in the player
growing way too faster than expected
and the player finishing the game too early
So this has to do with the game's balance
With balance in mind
consider how many levels
you could go up each hour
For example, if a player plays
for a month or two
say they could consume 60% of the content
Balancing should be done
with a certain standard like this in mind
through the game's economy
If the game's economy is broken
the player will produce too fast
and thus grow too quickly
as an unintended effect
So there must be a data table
that has info on the maximum building limit
Next let me explain to you
about the decoration shop data table
There are also numbered IDs, building names and types
price, building gauge consumption
size, EXP obtained upon completion, and unlock level
Those should go in the table
The player purchases a farm animal
and places it
The animal can either be displayed
as unplaceable or placeable
And once placed
the selected coop will gain a chicken
Once placed, the purchase is complete
An animal will not be available for purchase
if the player has chosen an animal
and pressed 'Buy'
but they don't have enough gold
or there are no corresponding buildings
the animal can be placed in
In that case, they shouldn't be able to buy the animal
and a pop-up should appear saying
that there is not enough farm space
or not enough gold
according to the correct case
And for farm buildings
that are not the type for the animal you are buying
you shouldn't be able to place animals there
That also has to be programmed in advance
So chickens can't go into cattle ranches, for example
And if a farm building is already full
animals cannot be placed there anymore
So a pop-up should appear
saying the building is full
The UI elements consist of the animal's name, image, current and max number
gold required to buy, availability
details button
and UI depending on availability
those should be in
the UI description
So in the animal's details UI
which will pop up when it's selected
there is the name and image, current and max number
the building that can house this animal
and the animal's price
These go in the details
Like always, there should be descriptions
for all the UI elements here
And a flow chart for purchasing an animal
The animal is selected after entering the shop
and you can put conditionals
to determine if the purchase can be made
The farm animal table consists of ID, animal name, price
corresponding building, product
unlock level, and initial buying limit
If you have bought the maximum possible amount of animals
according to your level
the maximum number may differ
and if that max number
has been reached
there should be a pop-up that tells the player so
So the max level of animals
can also be organized into a table
As for trees
they're the same as animals
You need a pop-up for purchasing
and the details of the tree
And the flow chart can be made in the same way as well
You need to add conditionals
related to building limit and gold
Here is a data table of the tree store
There is index, tree name, price
building gauge consumption, size, product
product number, EXP obtained upon placing
and the unlock level
Next let's go over
the UI for purchasing gold
When you tap on gold in the in-game currency store
a pop-up will appear, asking if you want to buy it
and then the purchase
will either be completed or fail
The same is for crystals
The purchase can succeed or fail
But in most cases, it will succeed
since the purchase will only fail
if the transaction is canceled midway
There needs to be a table for the gold shop
There are tiers related to this
set in the Apple App Store and Google Play Store
so you should check their policies
when you are setting up
paid in-game currency
So we have the item name, number obtained, type of currency, method of payment, and price
So you have to decide how much these are sold
and if you pay for them in in-game currency or cash
while accounting for discounts
When expanding the farm
resources will also be spent
So you can set a pop-up to appear
and ask if the player really wants to expand
once they select which area to expand
and also let the player know when the expansion is successful
If the farm can't be expanded
that might mean the farm is already fully expanded
or there's something in the way
or there is not enough gold
In all of those cases, the player should be notified
if the area has already been unlocked
or the player's level is not high enough
tapping the area should not do anything
In this case
I am talking about a game where areas can only be unlocked linearly
So if there are 9 areas in total
you can only unlock a certain one at a time
In that case, you can design the UI
so that you can see which area
is available to expand to
The UI description
consists of area name, position on the map
availability, and text indicating availability
So you should describe those elements
And for the flow chart
The player enters the store
and the flow chart has to check
if the area is already obtained
if the player has enough gold
and whether or not the area is locked
And when you expand the farm, there will be special effects
as the border of the farm expands
You should also plan that out
When a area is newly opened
it won't be just empty space
there will be trees
and trees need to be removed using gold or crystals
Rocks are removable too
But these aren't things
that the programmer should take care of on their own
The X and Y coordinates of objects have to be set by the designer
This is actually important
There are two ways to decide
how many trees to plant
and how many rocks to put in these areas
First is to use the game engine
such as Unity or Unreal Engine
and ask the client programmer
to make a map tool
that lets you place objects directly
The second way is to make a data table
So if the map is a 30x30 grid
you enter the coordinates
For example, if you enter (27, 7) as the coordinates
that means a tree should be at X=27, Y=7
So you can use a data table as well
The more difficult way of implementation
is usually creating a level design tool
and using a data table is easier
So if you're in a hurry, you can use that
but the method using the table is more inconvenient
So sometimes you may eventually end up
just making the tool
Here is a data table about area expansion
This example has columns of
the index, the area that will be unlocked
required level, and price
You can list the areas according to the order they're unlocked in
Orders and Visitors
Now we have to look at fulfilling orders
Fulfilling orders
is the growth mechanism of the game
You will work hard to produce products in the game
and during that, a truck or something similar will come over
and give you quests
If you deliver three wheat and four corn
you get 30 gold and 40 EXP
And if you deliver a higher level item
like a raspberry cake
you get 300 gold and 300 EXP!
These kinds of quests will keep coming
We call them delivery quests
Completing them will raise your level
and thus unlock more content
You could say it's the endgame content of SNGs
You select an order that you can fulfill
and press the 'deliver' button
Then the crops and/or products are taken from you
and the truck goes away
When the truck comes back after some time
you can receive the rewards
Let's take a look
at the rules of these orders
Initially, the orders
will not request completely random products
but are set within a certain range, depending on the player's level
You get to determine that range
using a data table
If the orders are the same every time
that makes the game boring
So you would have a set of pre-determined orders, like a test bank
and create rules
to make the orders appear random
So, when you tap on the notice board
and select 'deliver' on an order
the order will deliver if you have the goods
and once delivered, you can get the rewards
Here's an order the player can deliver, which they do
Then special effects will appear on the truck
You can see the carrots go into the truck
So if you deliver carrots
carrots will go in the truck
and if you deliver eggs
you should see eggs go in the truck
The player has to see
that they have five less eggs than before
through the UI
Now that the truck has gone with the eggs
after some time, the quest will be complete
It won't be completed right away
and you will receive EXP and gold
after waiting a while
So when the truck returns
tapping on it
will get you the rewards
When the player taps the truck to get their reward
The amount obtained should show up near the status bar on the top
and there should also be special effects
where gold coins fly towards the UI
Now, these are the rules
of delivery rewards
If there is an order that requests
two carrots, five eggs, and two bars of butter
you will have to do some math to set the reward amount
You can do this either using a data table
or set the rules through code
And for the UI elements
The UI looks like a notice board
and you have to describe
the various elements
such as order information, requested goods
how many of each goods are required
the 'deliver' button and button to delete the order
As for situations where the delivery can't be made
You shouldn't use up all of one crop
So if delivering the order results in that
there should be a pop-up that warns the player
And if the player doesn't have enough
of any of the products requested
of course the order can't be delivered
So in that case
the 'deliver' button will be disabled
And pressing it will show a pop-up
that shows the requested number
and says that you don't have enough
Also, if the truck is still delivering
the button should also be disabled here
because the truck is busy
So the button will be dimmed
Deleting an order
If you tap the delete button
it will remove the selected order
and that slot will become suspended
When that happens
that slot will stay empty
for 10 minutes, for example
Deleting an order is giving it up
because you can't complete it
This function exists so that the player
can get a different order
And because crystals can be spent
to reduce the wait
you can instantly complete here
to get a new order
So you could set up a pop-up
that asks you if you want to get a new order
by spending crystals
and saying yes will instantly complete the wait
And we can also make a flow chart
for the delivery process as well
First an order is selected
and if you have the right goods
you can make the delivery
The truck will return in 10 seconds
and you can get the rewards
This can be made into a flow chart
And as exceptions
if the delivery can't be made for any reason
those should go in the flow chart as well
Next are visitors
Visitors are similar to truck deliveries
They're not complicated
Visitors will come to your town
and ask you for an item
Giving them that item
will get you EXP and gold
You would set a few NPCs in advance
such as a man, farmer, girl, or lady
Or you could add some weird ones out
like an ice cream guy
There should be rules for the occurrence of visitors
They could appear, for example
one at a time, or two or five
You have to decide that
A data table can be used
to decide how often they appear
Or you could use coded rules
So if a visitor comes over
and requests an item
which will show up in a speech bubble
you can give them that item
In order to define visitors
you also have to define
where on the map
they can walk around
And you also have to decide
where they will walk over to
and make an algorithm to do so
So visitors are simple in concept
but hard to design
They will walk over and show a speech bubble
and if you tap on one
you will see a fullscreen UI
Then you can give them these items
or deny the request
So the player has a choice
But if you do give them items
you can get EXP and gold in return
But visitors are generally designed
to offer deals that are bad for the player
So how this works is
that quests from the truck are the most resource-efficient
and in contrast, visitors give easy quests
and they are balanced
by giving the player less rewards
By having the visitors give quests
the game provides two quest mechanics to the player
and slows down their content consumption
Extra content such as visitors
make up for the fact that truck orders are relatively boring
So, selling goods
You can describe the process of selling to a visitor
with a flow chart
You can see the zoomed out visitors
If you tap on one of them, a UI will appear
and you can give them items
Here are the UI elements
In the fullscreen UI
you can see the visitor's request
and the choices you can make
If you choose not to sell
you will hurt the visitor's feelings
The dialogue showing that
has to go in its own table
First, the visitor comes to the farm
and when you give them items
that will require special effects
Such as the 10 wheat that they requested
flying towards them
And then there will also have to be
experience points that go to the player
By spending products
and increasing your EXP
the EXP gauge will fill up
and your gold will increase as well
You also have to display the amount of gold obtained
and make the effects for that
As well as making the plans
you also need to provide descriptions for the client art team
The exception in this gameplay flow
is when you don't have the goods requested
In that case
the player can spend crystals
So it would be a good idea to show them a pop-up
which leads to revenue for the game
And if the player doesn't have crystals either
that will be another pop-up
Roadside Shop, Billboard & Basic Friend Functions
Next is the roadside shop
The roadside shop
is where you can sell your items
to other players
This shop has its own UI
and you can register your products here
to let other people buy them
That flow should be its own flow chart
Let's look at the process
You can see that there's a roadside shop on the map
Tapping on it will open the roadside shop UI
This is where you can register your products
When putting goods on the shop
you can set the price you want to sell them at
Then other players will buy them
The reason players buy each other's goods
is to get intermediate-stage ingredients
To produce a requested product
and ship it to the truck
the player needs just one more ingredient
but because they don't have it
they buy it from someone else
So you can put the product on sale
and set its price yourself
and decide how many to sell
and sooner or later, you'll get gold
What you need to do
is to describe the process of putting a product on sale
There are limits to the amount you can sell at once
so you have to set that as well
The UI has to work so that
when you press the + and - buttons
the number of goods changes within the limit
Cases where products can't be put on sale
would of course be when you don't have the products
And you can also go to other player's shops
to buy the goods they are selling
If you visit a friend
or a random player
you will see the items they are selling
how much they are selling them at
and how many
And you can select one to buy it
You need three types of UIs
that can be displayed
on another player's roadside shop
depending on the products' status
They can be either on sale
sold out, or empty
So if you tap a product on another player's shop
you can buy that product
and spend gold
So you will get products in exchange for gold
When purchasing a product
there will be special effects that show the icons of the items bought
in the exact number
So you will have to design that
As an exception, if someone else has already bought the product
you won't be able to buy it
So that product will appear grey
Another case is when
your level is too low
and you can't have certain items
That also has to be set using a data table
Collecting gold is when someone has bought your goods
If you have put something on sale
and someone has bought it
the profile picture and nickname of that player will be shown
with a 'sold out' text
and tapping on it
will give you the gold
So then the player receives gold
and the slot is now empty again
which means something can be put on sale again
You can sell as many at once
as the number of slots
Describing each of the UI elements
helps with the development process
There are empty slots, filled slots
sold out slots, and buttons to move to other players
This way, players can easily move
to friends' roadside shops
and can look for items
that they need right now
For other players' roadside shop UIs
you need to plan out elements
such as the shop owner's nickname
slots on sale, sold out slots, locked slots
and buttons to move to other players
Next is the product registration UI
When putting items on sale
there has to be a list of the player's items
and buttons to change the number and price
When an item is selected
it should be highlighted
That also has to go in the design plan
The roadside shop is selected and a product is put on sale
This process has a few conditionals
such as whether the slot is empty
or whether a new slot can be added
so be sure to check those
Next we have the billboard
This system is connected to the roadside shop
When putting an item on sale in your shop
you have the option to advertise it
If you choose to advertise a product
it may show up on other players' billboards
The billboard is unlocked
at the same time as the roadside shop
Through the billboard
you can check what items other players have uploaded
and move to their roadside shop
So it's a kind of a shortcut
When you put an item on sale in your shop
your item will get exposure
on other players' billboards
The system for exposure
will have to be set up by you, the designer
while considering the entire playerbase
and how items
will be shown to players
So, entering through a billboard
Say the billboard is next to your roadside shop
and it shows multiple items
sold by other players
These items
would be from multiple other players
So you can look at the ones you want
just like a catalog
So you can enter the billboard UI
to shop for items
The items displayed there
are selected at random
from the pool of items on sale on roadside shops
which the player can currently buy
The rule by which items are selected
doesn't have to be completely random
you can decide how to do that
The reason billboards are necessary
is because
putting items in one place, like a shopping list
makes purchases between players more active
than when you have to visit each shop one by one
So this is a system that was implemented
along with the roadside shop
to make trade happen more actively
So the billboard UI
has a list of items like this
and tapping on one
will take you directly
to that player's shop
How to advertise a product
Selecting 'advertise' from the shop
will let you advertise that item
This has to do with in-app purchases as well
Because in order to advertise
you need to spend resources
in exchange for exposing your items to more players
If you don't advertise
you will gain less exposure
This way
the game's economy, though it's a small one, can circulate
If you pay money to get on the billboard
your roadside shop items
will have a higher chance of being sold
These are the details
that create the in-game economy
So, items can be advertised
And you have to wait a certain time
until you can advertise again
but you can press the 'advertise now' button
to spend crystals
so there are in-game purchases here as well
and you can reset the wait time
Everything here requires money
Advertising costs in-game currency
and advertising instantly costs cash
through the spending of crystals
This is how the game works
Refreshing the billboard as well
You can press a button to refresh the billboard items
which also costs crystals
So the billboard is important
from a revenue perspective
There should be a pop-up
that asks the player if they want to spend crystals
to refresh their billboard
If the player confirms, crystals will be spent and the items change
If there aren't enough crystals, a pop-up appears again
and asks the player
if they want to purchase more
So to summarize the UI elements
there is a refresh button
then there are item information
the name of the item
price chosen by the seller
Those go in the design plan
Next are basic friend functions
Basic functions are an important part of the social aspect of the game
You can send friend requests
or accept requests from others
and delete friends you already have
These functions are called basic friend functions
and they can be used
starting from player level 3
To put it simply, these are functions that have to do with
logging visitors and people who helped you
or deleting friends
You can't have any other functions without these
So you have to build the social aspect
starting from these basic functions
Let me tell you
about the visitor log
When another player visits your farm
that player will show up on your visitor list
They will be deleted a day after
they are put on the list
Rules such as these require descriptions by the designer
If the player is curious who the visitor is
they can tap the visitor to visit them
Also, it is very important
that visitors who help other players are logged
Because players will want to visit
friends who helped them
by visiting their farm
Which is why players that help friends should go in a data table
so players can know who help them
and visit them directly
from the list of helpers
This is the 'add friends' pop-up
where you can send friend requests
tapping on it will show a list of players
to send friend requests to
and you can also search for players
You can search for your friend's ID
in plain text
and send a friend request
So the UI description should contain
descriptions of the search bar, user information
and the friend request button
We just learned
how to send a friend request from the friends pop-up
There's the button
and once you press it, the request is sent
The other player
could either accept or decline
You have to make the button
look visually different depending on the request status
You can also send friend requests
from the gameplay screen
Whichever UI you're sending the request from
the + button is the 'add friend' button
and there will of course be a UI for requests received
So you can either accept
or decline friend requests
And as an exception
let's say the maximum number of friends is 100
that means you can't send any more once you reach that number
so you have to make sure requests are disabled in that case
Either the request button is blocked from the UI
or you could make a pop-up appear
Either way, the player should be notified
The UI description is divided into
visitor list, helper list, player info
and friend request button
If requests cannot be sent, the button should be dimmed
and if they can be sent, it should be in color
Accepting friend requests
If someone wants to be friends with you
you can either accept or decline
Declining will just delete the request
and accepting will put that person on your friend list
There is a limit to the number of friends
so you should choose carefully
The designer also has to plan
how the friend UI will look
to the player who sent the request
If the friend request is declined
the person who sent the request
should be able to know as well
Friend requests cannot be accepted
if the friend list is full
In that case, the accept button should be disabled
or there should be a pop-up
Friend requests have a lot of exceptions
which is why you have to make sure
to set conditionals for each case
In the UI description as well
all of what I just said
should go in the UI element descripitons
If you already have too many friends
you could delete some of them
Pressing the delete button will do that
You can also add another stage
to this process
So when the player tries to delete a friend
there could be a pop-up
that asks them if they're sure
If they say yes, the friend is removed
and the two are no longer friends
The number of friends displayed
should go down by one
Thank you for listening
Planning the Shop Shop functions Buildings, trees, or animals can be bought using gold or crystals There are four main tabs; buildings, products,
currency, and island expansion The left-hand tabs can be selected to see each specific category Exceptions to building purchase
A building cannot be placed if there is not enough gold or remaining building limit In that case, appropriate pop-up should appear to notify player
Building details Pop-up appears on center of screen when 'details' button is pressed, 'close' button closes pop-up
Building details may differ depending on the building type
Orders and Visitors Delivering orders Orders can be checked through order board Orders can be delivered to earn gold and EXP
Order board is unlocked and placed automatically when player reaches level 4 Deleting orders Pressing 'delete' button removes selected order
and slot becomes suspended Suspended slot will display time left until new order arrives
Visitors Visitors will appear in front of house in set intervals Visitors will request items, which the player can sell to earn gold
Visitors will begin appearing as soon as the player reaches level 2
Roadside Shop, Billboard & Basic Friend Functions Roadside shop Players can put items in storage on sale in roadside shop
or buy from other players' shops Roadside shop is placed automatically when player reaches level 4
Billboard Items can be selected to be advertised when put on sale at roadside shop Advertised items may show up on other players' billboards
Billboard becomes available at the same time as roadside shop Billboards allow players to see other players' goods and move to their shops
Basic friend functions Functions for sending & accepting friend requests or deleting existing friends Friend functions are unlocked at level 3