Jump to content
  • Advertisement
  • entries
    7
  • comments
    0
  • views
    384

Project: Fraud Simulator

First milestone

KrisWolfe

682 views

Today was my first foray into the game development. I have a working prototype of my main game mechanic, the scheduler.

I wanted to create a drag and drop system. I'm allowing 16 hours of time from 9 am to midnight (7 hours of sleeping and 1 hour of day prep) to be customizable. I want tasks that you can do to be unlocked, with maybe around 10 different tasks in the beginning of the game.

Currently, I only have one task wired up. The 16 objects are on a grid, and when the task comes near one of the 16 hours, it will fade to 50% alpha, allowing you to see which hour your task is hovering over. If released, the hour will recognize it and bring the task to itself, and switch itself to invisible. At first I had the object destroyed, and a controller to detect to see if there were 16 hours in the frame, and create a prefab if it wasn't, but it was clunky and you could see it mess up, even if for one frame.

If the task is not inside the schedule, it will destroy itself, and another prefab will be created from it's original spawn point. If another task tries to go over a different task that isn't the default, then the default hour will destroy the other task object and bring in the new task.

It works very well, although the code is horrendous. Eventually I'll need to learn how to actually code, but for now it works. The "spawners" that create a new prefab of tasks when you pick one up to drag need to be organized on a vertical grid, so that they can detect how many will need to be available and sort themselves accordingly. I also wanted to be able to adjust the size of the tasks so that they occupy more than one hour, but I don't have an idea of how that can be possible with my current code, so it will need to be refactored. For now, it's functional, and I want to get it wired up!

As for the actual simulation, I have a simple "Beer Game" simulation working. You have to manage Red Cups, Lemons, and Sugar to sell to customers. Each one takes up varying amounts to make lemonade. One bag of sugar can create 22 cups, one crate of lemons 28. The lemons take up the majority of your space. Customers are random, with more coming on the weekend. Each day creates journal entries for you business, and I have 3 accounts wired up...inventory, cash, and retained earnings. If you purchase orders, it takes two days for it to arrive, so you have to balance all three inventories with limited cash and customers.

I want to implement spoilage, where lemons go bad in 4 days. I currently am not checking to see if we go over inventory space, need to code that in. I want to code in more customers for weekends and much less for weekdays.

I think once I've wired up the schedule system, I'll work on player stats and skills. Have different tasks adjust them. I think I want a task to unlock more recipes and industries. Tasks to network, and marketing. A way to clean out your garage to increase inventory space and storage. Some type of "brand name" system to affect customers. I honestly don't think this will be too difficult. I think the hardest coding was the scheduler, and the next will likely be a framework for detecting which company the player is interested in and having json files being read to see which inventory items are needed to produce and to display it automatically. I currently know nothing about JSON, so this will be a huge opportunity to increase my knowledge. It already looks like a hassle, so we'll see.

But currently working on a functional vertical slice of a lemonade selling game before implementing that! We will see how the week goes.



0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By de123
      Hi everyone, I'm trying to implement the displacement mapping technique by William Donnelly from GPU Gems 2: Chapter 8 for a project. I'm working in XNA/MonoGame and using HLSL for my shaders. The problem I'm having is how to create the distance map and I'm not really understanding how I would go in creating it. I know that Nvidia has released the code for that chapter but the files are in c++ and I'm not familiar with c++ so its been throwing me off on how to recreate it in c#. Any explanation on how I should go about in creating the distance map would be extremely helpful. Thanks for any help or suggestions.
    • By Alexander Nazarov
      Hello. I'm pretty new in Unity and I wonder how and what should I use in Unity to create smooth and physics-like tile moving in my match-3 game?
       
       
      This is example of game, where tile movements are most attractive for me 
       
    • By phil67rpg
      well I am able to draw a hexagon but I want to draw a whole screen of hexagons. here is my working code
      private void Form1_Paint(object sender, PaintEventArgs e) { Graphics g = e.Graphics; Pen whitePen = new Pen(Color.White, 1); float height = 50.0f; float width = (float)(4 * (height / 2 / Math.Sqrt(3))); float y = height / 2; float x = 0; float row = 0.0f; y += row * height; float col = 0.0f; if (col % 2 == 1) { y += height / 2; } x += col * (width * 0.75f); PointF pt1 = new PointF(x, y); PointF pt2 = new PointF(x + width * 0.25f, y - height / 2); PointF pt3 = new PointF(x + width * 0.75f, y - height / 2); PointF pt4 = new PointF(x + width, y); PointF pt5 = new PointF(x + width * 0.75f, y + height / 2); PointF pt6 = new PointF(x + width * 0.25f, y + height / 2); g.DrawLine(whitePen, pt1, pt2); g.DrawLine(whitePen, pt2, pt3); g.DrawLine(whitePen, pt3, pt4); g.DrawLine(whitePen, pt4, pt5); g.DrawLine(whitePen, pt5, pt6); g.DrawLine(whitePen, pt6, pt1); whitePen.Dispose(); g.Dispose(); }  
    • By Gautti
      I have integrated the sqlite data base in slot game which is build in Unity platform for windows. It is increasing drastically although it has only text data., it is showing size about 1.5 GB which is very annoying  and which will affect to my game's performance. so how can I reduce size of Sqlite database ?
    • By Mojo__Tv
      I am a programmer looking to create a game but I have no ability whatsoever to come up with the artworks for. I would also be interested in joining an already established Game dev team if you are working with Unity and C#. I really want to get started as soon as possible so if anyone has any ideas please get back to me as soon as possible thank you so much
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!