Economic simulation oh yeah have some

Published October 29, 2014
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So far so good, I have lot's of great information up and I am going to continue to post here almost like a game diary. Might have to create a blog to host this instead. Anyone that has ideas or suggestions please don't hesitate to chime in.[/font][/color]
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Phase 5 - Recap of where we stand and some additional detail[/font][/color][color=rgb(40,40,40)][font=helvetica]
At this stage we have the following things completed and should be working:[/font][/color][color=rgb(40,40,40)][font=helvetica]
Meta game based on trading resources[/font][/color][color=rgb(40,40,40)][font=helvetica]
Collectible card base functionality including, card scoring, card creation, deck creation, battle system[/font][/color][color=rgb(40,40,40)][font=helvetica]
We have merged the Meta and battle system through the usage of travelling[/font][/color][color=rgb(40,40,40)][font=helvetica]
We have added some intrigue and possible long term play by adding questions[/font][/color][color=rgb(40,40,40)][font=helvetica]
We have defined what the user in game through missions and goals[/font][/color][color=rgb(40,40,40)][font=helvetica]
we have brought in a final goal by introducing a villain.[/font][/color]
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Today I will go over some of the details of the previous issues covered. First let's work on the meta game. In the game dopewars, players can buy and sell the following: Cocaine, Heroin, Acid, Weed, Speed, and Ludes. That's 6 different items; each of these has a range of prices. I believe that while 6 items is good for a game like dopewars, it just won't do for a truly engrossing MMO. A great example of depth is EVE online, in EVE I believe that there are over 40 different items that can be traded at different levels of refinement. Players never have to actually trade anything but commerce is at the core of many of the activities in the game. I believe that looking at true commerce we can easily determine the items to trade and their prices[/font][/color][color=rgb(40,40,40)][font=helvetica]
Farms that grow: Cocoa, Coconut, Corn, Cotton, Flax Fiber, Grapes, Lemon, Rubber, Strawberry, Sugar, Tobacco, Wheat[/font][/color][color=rgb(40,40,40)][font=helvetica]
Farms that raise: Chicken, Cows, Pigs, Sheep[/font][/color][color=rgb(40,40,40)][font=helvetica]
Chicken can produce: Eggs, Chicken breasts[/font][/color][color=rgb(40,40,40)][font=helvetica]
Cows can produce: Beef, Milk, Leather[/font][/color][color=rgb(40,40,40)][font=helvetica]
Pigs can produce: Pork meat, Leather[/font][/color][color=rgb(40,40,40)][font=helvetica]
Sheep can produce: Lamb chops, Leather, Wool[/font][/color][color=rgb(40,40,40)][font=helvetica]
Mines that offer: (Al) Aluminum, (C) Carbon, (Au) Gold, (fe) Iron, (Si) Silica, (Ag) Silver[/font][/color][color=rgb(40,40,40)][font=helvetica]
This now allows us to define the types of items that will create these resources, farms and mines. Now that we have this information we can sprinkle them around to the different cities and create an ecosystem.[/font][/color]
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For the ecosystem here is what i envision. It's always about one thing, supply and demand. For each city we have to determine a base need for each of the different possible items (natural or refined) once this base level is defined, we determine what is being produced. This will let us know which needs are met and how much need to be imported. From there everything will be priced based on the % of demand met. The prices of each item will have min/max ranges so that things don't go crazy but it is possible that as demand rises prices go up. From there missions will be created that will be offered to all players and they will travel around the map moving items from point A to B.[/font][/color]
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