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polyfrag

Member Since 20 Mar 2003
Offline Last Active Yesterday, 09:01 PM

#5068528 Opengl bad lighting

Posted by polyfrag 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 polyfrag on 09 May 2013 - 08:46 AM

 

Issuing proclamations and such




#5060249 Economics engine

Posted by polyfrag 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.

 

georgiabasin_zpsc5923de4.jpg

 

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 polyfrag 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 polyfrag 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 polyfrag on 30 April 2013 - 01:07 PM

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

 

http://www.gamedev.net/blog/1512/entry-2256323-next-project/

 

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

 

faccolors_zps516ad6b0.jpg

 

terrain_zps6cd28258.jpg




#5057449 Economics engine

Posted by polyfrag on 28 April 2013 - 05:35 AM

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

 

55405_106138866122458_100001790351286_4355405_106138869455791_100001790351286_43

 

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.

 

resourceticker_zpsa015b7e7.png

 

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

 

Capacities show usage / total availability:

 

rescap_zpsf5d21d0b.png

 

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

 

resacum_zpsf314f3e4.png

 

A cycle is the economic equivalent of a month:

 

rescycle_zps0d894426.png

 

Rent is paid cyclically.

 

Resources are localized and must be transported.

 

Potential 'buildings':

 

55805_106147559454922_100001790351286_43

If I add ships to the game,

 

52549_106158189453859_100001790351286_4352549_106158192787192_100001790351286_43

 

52267_106147799454898_100001790351286_4352267_106147802788231_100001790351286_43

 

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

 

52543_106147196121625_100001790351286_43

 

Underground mining too. What would be the difference?

 

55805_106147546121590_100001790351286_4355805_106147549454923_100001790351286_43

 

 

55805_106147556121589_100001790351286_4355805_106147552788256_100001790351286_43

 

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

 

I started this years ago:

 

54525_108195952583416_100001790351286_54

BTW,

 

city.jpg




#5057201 Economics engine

Posted by polyfrag 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?


#5028972 Home-made BSP map editor

Posted by polyfrag on 05 February 2013 - 02:50 AM

Here is what I'm basing the map on:

 

chast_zpsbbe78fa1.png

 

https://maps.google.com/maps?q=7109+Granville+Street,+Vancouver,+BC,+Canada&hl=en&ll=49.220603,-123.141407&spn=0.00487,0.007339&sll=37.0625,-95.677068&sspn=48.019527,60.117188&oq=7109+granv&t=h&hnear=7109+Granville+St,+Vancouver,+British+Columbia+V6P+1R6,+Canada&z=17

 

You can check out the detail here:

 

https://dl.dropbox.com/u/109630018/Pathogen.zip

 

house.jpg




#4976624 Can't make edit box

Posted by polyfrag on 04 September 2012 - 06:26 PM

g_hWndMenu hadn't been set yet so I used the local hWnd.


#4976312 Can't make edit box

Posted by polyfrag on 03 September 2012 - 11:21 PM

Why isn't my edit box showing up?

case WM_CREATE:
  g_hWndUsernameEdit = CreateWindow("edit", NULL, WS_CHILD | WS_VISIBLE,
   0, 0, 100, 50, g_hWndMenu, (HMENU)ID_USERNAMEEDIT, g_hInstance, NULL);
  return 0;

[edit] Never mind, fixed.


#4976295 Help me design an MMO-ish turn-based strategy

Posted by polyfrag on 03 September 2012 - 09:36 PM

I'm making an futuristic/modern MMO-ish turn-based strategy game on my EC2 micro server.

Need some ideas.

MMO-ish as in 32 logged in at once, but more registered.


#4975928 MMO viability

Posted by polyfrag on 02 September 2012 - 09:32 PM

There could be a large number of players but only 32 in-game. So it's not really MMO.

I'm thinking of making it a turn-based strategy now.


#4975859 Help me compile a list of simple games to program

Posted by polyfrag on 02 September 2012 - 04:30 PM

Make a Seizure Inducer game where the player has to do arithmetic as fast as he can while random colours flash on the screen.


#4975301 MMO viability

Posted by polyfrag on 31 August 2012 - 08:38 PM

What can I use for hosting then?

If I host it from a home computer, will a cable connection be lag-free?




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