F-07 Event cards P0
Things happen at the kos. Events wait in a queue until the player opens the game, so nothing is lost while away. Each event is a choice with clear effects. Example data.
1 Β· Event inbox
Rp 3.450.000πͺ 45β
3,8Lv 4
Kota Kecil Β· Kos MelatiBulan 3 Β· Hari 12
β π¬ Kejadian (2)
2 Β· Event decision
Rp 3.450.000πͺ 45β
3,8Lv 4
Kota Kecil Β· Kos MelatiBulan 3 Β· Hari 12
β‘π―οΈ
Mati listrik!
Panggil tukang listrik
Rp 300.000Tunggu PLN
Pasang genset
Rp 4.000.000Acceptance criteria
F-07.AC1 Given events happened while the player was away, when they open the game, then the events are waiting in the inbox in the order they happened; none are resolved without the player at the active kos.
F-07.AC2 Given an event needs a decision, then it shows 2β3 choices, each with its cost and effect before the player chooses.
F-07.AC3 Given the player cannot afford a choice, then that choice is disabled and shows the missing amount.
F-07.AC4 Given an "important" event is left for 1 in-game month, then the cheapest choice is applied automatically and the player is told.
F-07.AC5 Given an informational event (good news), then it applies at once and needs only "OK".
Phase 1 events (6, example)
| Event | Effect |
|---|---|
| Tahun ajaran baru | More student applicants |
| Mudik Lebaran | Some tenants leave for a while; rooms empty |
| Mati listrik | Choice: pay, wait, generator |
| Banjir | Ground-floor rooms lose condition |
| Penghuni ribut | Two tenants quarrel; choose who to side with |
| Kunjungan Pak RT | Rating up if the kos is clean |