AlterU AlterU Part 4 · ③ Tycoon Part 4 · ③ Tycoon
大纲Outline
范式 ③ · 经营优化(等距俯视)

选品 → 自动卖 →
日终结算。

  • 主题选品 → NPC 人流 → 日终 P&L 小票
  • 难度脊柱:成长扩张 + 租金棘轮 + 里程碑目标 + 破产重开
  • 3 条再投资升级(招客 / 加价 / 理货)
  • 经济铁律:COGS-at-sale(成交才结进货成本)
  • 已上线:Shelf It(陈列经营)

关键调参杠杆START_CASH / 公比 / RENT_PER_UNIT
HUD 数字超 10K 必须用 K/M/B 压缩格式。

Shelf It
Paradigm ③ · isometric tycoon

Pick stock → auto-sell →
day-end reconcile.

  • Pick inventory → NPC foot traffic → end-of-day P&L receipt
  • Difficulty spine: scaling expansion + rent ratchet + milestone goals + bankruptcy restart
  • 3 reinvestment upgrades (attract / markup / restock)
  • Economy rule: COGS-at-sale (book cost only when sold)
  • Shipped: Shelf It (merchandising sim)

Tuning levers: START_CASH / multiplier / RENT_PER_UNIT.
HUD numbers > 10K need K/M/B compact format.

Shelf It

备忘 · 按 S 关闭Notes · S to close

这一类设计师可以介入很深——难度曲线、UI 信息密度、店员/顾客 AI 状态机都是设计活。永远先调难度,再调美术

真实事故:第一次 modest 一档难度不够(公比 1.3→1.42),玩家"在开始之前就已经超目标了";二次收紧(1.42→1.55 + RENT 9→11)才合理。 教训:shelf-it margin/branch/attach 复利杠杆多,实际 cash 增长 > framework 默认 1.2x,调难度不能小步。

Designers can go deep here — difficulty curve, HUD information density, customer/employee AI state machines all live in design's hands. Always tune difficulty before art.

Real incident: first cut was modest (multiplier 1.3 → 1.42), and players said "I beat the goal before starting." We had to tighten twice (1.42 → 1.55 + rent 9 → 11). Lesson: Shelf It has so many compounding levers that cash growth outruns the default 1.2x framework assumption.

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