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Member Since 20 Mar 2003
Offline Last Active Jun 18 2016 05:02 PM

#5110362 Streaming turn-based strategy

Posted by on 18 November 2013 - 08:15 PM

I need quick download times and can't have the whole game world downloaded each time players log in. It's a mobile game.

#5110287 Streaming turn-based strategy

Posted by on 18 November 2013 - 02:46 PM

Any ideas on how to stream a turn-based strategy map? Need to take care of other player movements happening in client's view.

#5097817 Pixel art

Posted by on 30 September 2013 - 07:11 AM

Pixel art allows you to totally define the game look from a certain angle. They allow an amount of detail that might not be possible with 3D models, especially on mobile platforms, or when the limit is reached on PC. 

#5088151 Corporation AI

Posted by on 22 August 2013 - 12:00 PM

I need an algorithm that uses past prices, sales and production to adjust future prices and production. It must be subject to changing conditions.

#5080350 Virtual base-class method called instead of derived-class method

Posted by on 25 July 2013 - 01:38 AM

Figured it out. Wasn't relaying the frameupdate(); call to child sub-widgets.

#5071733 Economics engine

Posted by on 21 June 2013 - 03:07 AM

Stoddart Colour-Visual Dictionary.

Also, Infrastructure by Brian Hayes is pretty good for a view on how industries work, in terms of buildings and inputs/outputs.

#5069634 Economics engine

Posted by on 13 June 2013 - 09:26 PM


I'm going to try to get States and Corporations published on Steam or Desura or something. I feel like I'm wasting my effort otherwise. I'm going to license my RTS economics engine to other people.

I'm not going to continue with the BSP/inside buildings/terrain mesh effort. I'll start working on States and Corporations now and making it non-grid based like SimCity 5. It will include multiplayer and ability to host your own persistent servers on linux.

I could take a year to release the first States and Corporations and then work on a sequel.

I hope you'll support my IndieGoGo effort. Let me know what you want to see in the game and in the engine for possible perks.

Ideas for multiple currencies: http://www.alanwood.net/unicode/currency_symbols.html

I started on a chart of the economy. You can see how massive it can get. https://dl.dropboxusercontent.com/u/109630018/economy.png

The ultimate strategy game! If I systematically balance it to the end and don't get lazy that is. You can see how I balance in my blog http://www.gamedev.net/blog/1512/entry-2256426-balancing-an-economy/ http://www.gamedev.net/blog/1512/entry-2256439-half-hour-game/ I had an idea for a balancing calculator but that could require an equation solving algorithm.

Thank you for your ongoing support.

#5068528 Opengl bad lighting

Posted by on 09 June 2013 - 07:15 PM

It doesn't matter if the shader does per-pixel shading if the normals are per-face. You'll need to blend them yourself. If you have attenuation or something though that will show up in per-pixel.

#5060584 What an emperor of a space empire does?

Posted by on 09 May 2013 - 08:46 AM


Issuing proclamations and such

#5060249 Economics engine

Posted by on 08 May 2013 - 04:01 AM

Listening to the audiobook of "Basic Economics".


So much of a city is not refineries and mines but apartments, houses, office buildings and skyscrapers. To make it visually realistic, most of the city has to consist of these buildings. This is the SimCity approach.


If I lean more towards RTS though, it's more about resource extraction and manufacturing. It's a caricature.


If I make it like SimCity, I have to do a lot of pathfinding optimizing to make it able to run in real-time. This is probably impossible.




What I want is fun gameplay, so it will be a caricature of a whole country. Maybe even planets.


I was thinking of calling it "States and Corporations". And "in Space" maybe?


Now I've hardly played simulation games myself--other than Roller Coaster Tycoon, which I have practically memorized--so I don't know if any of the concepts I could touch on here have already been done in earlier games, but here I go:

>The density of the population effects the way people react to various situations and the politics they support. The population in big cities will tend to think more collectively.
>The people also have an acute sense of whether or not they feel they're being taken advantage of. They will be hesitant if they feel they are losing their freedom. The player might have to find the right balance between ordering her citizens around to maximize productivity, and leaving the simulated people to their own devices to maximize morale.
>I know sim games have disasters that can have natural disasters that wipe out coastlines, and monsters that knock down buildings, but has there ever been a game where revolutions can pop up under the right circumstances? Occupy Wall Street comes down the streets and breaks stuff, or full-on rebels try to tear the city apart altogether.


That seems too marginal to simulate.

#5059689 Economics engine

Posted by on 06 May 2013 - 03:57 AM

When you lower or increase a price, I'll try to make it react in an intriguing way instead of there being one dumb strategy. 

Hm, you know for me, a great way to make the effects of your decisions in the game interesting would be the human element.


What if your other main goal was to keep happy the citizens under your jurisdiction? That if they were made unsatisfied, they would stop working, or not work as efficiently. And not just with obvious things like keeping down on crime or fires or pollution, but also for more surprising things that people could have a problem with.


I was thinking of "utility".


Maybe I have to make a full-fledged simulation with governments and taxes etc. Then crime/fire-fighting/pollution would make sense.


 I highly, highly recommend you check out the writings of Thomas Sowell. Two of his books on economics, "Basic Economics" and "Applied Economics: Thinking Beyond Stage One" are very informative, and very engaging. Particularly the first third of Basic Economics. They put a lot of focus on the cause-and-effect relationship politician's decisions have with the economy.


Found the books at a local library. Thanks. I'll post my thoughts as I read.

#5058810 Economics engine

Posted by on 03 May 2013 - 12:37 AM

Polyfrag, here's my question: what is the core appeal of this game?


What aspect of micromanaging an economy do you feel is going to be fun?


Trying to figure out how to win. How to gain the most profits -- what price to set, what to set the production quota to, where to build. I designed this game without knowing what the winning strategy is.


When you lower or increase a price, I'll try to make it react in an intriguing way instead of there being one dumb strategy. 


Increasing the price alienates some clients while earning more from others, depending on their proximity relative to other suppliers. The one who's closest to the clients can set the highest price. Your profits also depend on the price of your inputs. Its most profitable to own your inputs. You won't have the resources in the beginning to build all the necessary buildings, so you depend on others.

#5058140 Economics engine

Posted by on 30 April 2013 - 01:07 PM

I'm working on the game for iphone, ipad and android. Check my journal.




It's a limited version of the full economic engine I will eventually make.





#5057449 Economics engine

Posted by on 28 April 2013 - 05:35 AM

Farms complicate things. Is a farm one 'building' or is it made of grain silos, beehives, etc.?




What else is there?


- vineyard

- ranch

- cotton plantation

- tobacco plantation

- coffee plantation

- sugar cane plantation


And the associated businesses - cereal factory, etc.


- pulp and paper mill

- textiles plant

- apparel plant

- plastic plant

- rubber plant


Also, how to handle wholesale/retail? Stores purchase produce, apparel, electronics, etc. wholesale and sell it to the end consumer. 


And what about education? I was thinking of making 'engineering' a resource required in construction and maybe 'skilled labour' for operating a nuclear powerplant. Colleges are privately run, because corporations own everything in the game. How is the hiring of instructors handled. And primary/secondary schools, kindergardens. Labourers should be simulated getting married, having children, growing older, retiring. Maybe pension is a job benefit players could offer to employees.


Since this is an alternate universe, resources and buildings/economic processes can also be made up.




There's a scrolling ticker at the top showing resources.


Capacities show usage / total availability:




Cumulatives show stock and +/- projected change per cycle:




A cycle is the economic equivalent of a month:




Rent is paid cyclically.


Resources are localized and must be transported.


Potential 'buildings':



If I add ships to the game,






I could make mining really complicated and somehow tie into the heightmap/terrain:




Underground mining too. What would be the difference?







Prinz Eugn posted this in another topic: http://comtrade.un.org/db/mr/rfCommoditiesList.aspx


I started this years ago:






#5057201 Economics engine

Posted by on 27 April 2013 - 04:49 AM

I have a unique idea for how to simulate economics. I will eventually write a free RTS with a moddable economics engine, the first of its kind.

What would you like to see in an agent-based economics simulator?