Indicator

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After reading this page

  • You've learned what indicators are
  • You've learned what indicators exist in the Tygron Engine
  • You've learned what other parts of a game can influence indicators
  • You've learned how to alter existing indicators in your game
  • You've learned how to add and remove complete indicators

Indicators

Indicators are the themes for which targets exist in a game. They are named after Key Performance Indicators, a measure by which organizations evaluate their success. Key Performance Indicators serve as a means for identifying potential improvements, and as a metric for the degree to which those improvements have been successful.

How indicators relate to the Tygron Engine

Indicators are a primary part of your game, and serve as the guiding element by which players can determine whether they are making progress. Just like Key Performance Indicators, indicators in the Tygron Engine serve as a means to identify how to improve the situation for your stakeholder, and to what degree those improvements are effected by specific actions. By having the right indicators in a game, players are encouraged to take actions which would match the actions of the stakeholder in real life, and to quickly recognize the effects actions have on their own goals and the goals of other players.

Indicators in the Tygron Engine

File:Ui - topbar.jpg
The top bar of the interface. The indicators are Budget, Building and Progress.

Indicators are visible in-game at the top of the interface. Each indicator is represented by a short name, and (with exception of the budget) is accompanied by a small progress bar to indicate how well you are performing on that indicator.

Each indicator has a name, a description, a color and a target. The target is the most important part of the indicator, because that is what drives a stakeholder to perform (or abstain from) an action. Each action a stakeholder takes is meant to advance their indicators.

It is not necessarily so that each player can see each indicator. Indicators which are not relevant to a player are not displayed. For example, a project developer has very specific business driven goals, which differ from (or even conflict with) the goals of a municipality.

Types of indicator

A number of indicator types already exist in the Tygron Engine. The available indicator types are dividable into 2 groups, namely indicators that are stakeholder-specific, and indicators that apply globally.

Stakeholder-specific indicators

Budget
The amount of money available to a stakeholder. Most actions in the Tygron Engine require money by default. Actions which require spending more money than the stakeholder has available is not allowed. Should the stakeholder end up with a negative budget, their final score will be 0 until their budget has restored.
Building
The amount of constructions that a stakeholder must reach. The targets for this indicator are subdivided into different types of constructions, such as luxury housing, offices, green and leisure. This indicator is unique in that a player will be penalized for exceeding their goal.

Global indicators

Green
Green is the amount of green in an area. More trees and open (grassland) areas increase the score for green. Buildings and concrete decrease the score for green.
Parking
Parking is the amount of parking spaces in an area. Many buildings have an associated need for parking spaces in the area. By building parking facilities, the score on the parking indicator can be increased.
Livability
Livability is the extent to which an area is pleasant to live in. More open spaces, luxury buildings and green increase livability. Densification, poor quality buildings and lack of nature decrease livability.
Water Storage
The amount of water storage capacity in an area. A greater capacity for storing water means an area becomes more resilient when faced with rain. Areas of open water, water-permeable surfaces and other means of storage increase the score for water storage.

Qualitative indicator

The qualitative indicator is a unique indicator, in that it is the only indicator which does not have a special function or a pre-defined calculation model behind it. Instead, the qualitative indicator functions purely as a tally to which points can be assigned. When a game uses one or more qualitative indicators, the effects that actions have on the qualitative indicators must be explicitly defined. They are also the only global indicator of which multiple can be added to a game.

Progress indicator

Lastly, each player also has a progress indicator. This indicator cannot be altered directly. It sums up the scores achieved on the other indicators, based on their importance.

Influencing Indicators

During the game, players are able to influence indicators by taking actions. Almost every action has an effect on at least one indicator. It is up to the players to apply their actions appropriately to increase the score on their indicators. It is important to note that the effects of an action may extend to indicators which are not relevant to the acting player. For example, if a project developer creates a large office park where there previously was a forest, the amount of green will go down, which will negatively affect the goals of a municipality.

Editing Indicators

There are two ways to change the indicators in your game. You can either edit existing indicators, or you can add or remove complete indicators from your game as required. To perform either task, you can open the "Indicators" panel from the "Indicators" menu in the editor.

EditorEditor Menu bar → Indicators → Indicators

File:Editor - indicators.jpg
The indicator screen of the editor.

Changing indicators

In the indicators panel in the editor, you can select an existing indicator from the list on the left. The rest of the panel will automatically be filled with the information pertaining to that indicator. A number of properties pertaining to an indicator can be edited.

Name
The full name for indicator. This is the name that will appear as the title of the indicator in game.
Short name
The short name for indicator. This will appear in areas where multiple indicators are summed up.
Color
The color for the indicator. The color will be used to display the indicator in graphs and charts.
Description
The description for the indicator. Most indicator have a fitting default description, but by customizing this text it is possible to guide the players towards specific actions, provide hints or refer to other sources of information.
Target
The goal to reach for this indicator. This is the most important property, because by setting the target, you are directly instructing the stakeholder what they should strive for in the game. Depending on the selected indicator type, one or more values can be entered for targets. For example: for a budget indicator, you only need to set the amount of money the stakeholder should have remaining. For the building indicator, you can enter a separate target for each type of building.

Adding/removing indicators

By right-clicking in the list of indicators on the left side of the panel, you can open a menu where you can add and remove indicators. Hover over "Add indicator" to make a second menu appear. Here you can select an indicator to add to the game. If you select "Budget" or "Building", you will also have to select a stakeholder for which to add the indicator. With the exception of the qualitative indicator, you can add 1 indicator of each type (the stakeholder-specific indicators, of which you can add 1 per stakeholder).

By right-clicking on an indicator in the list on the left side of the panel, you can also choose to delete the indicator you have clicked on. This removes the indicator from the game, so that the players will no longer need to score on it.

Changing the effect on indicators

It is possible to adjust the effects actions have on indicators. For more information on this, please read about changing function values.