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I just submitted my application to the '06 Independent Games Festival :-O it said I was entry number 45...that seems a little high considering the competition has been open for about 10 days, and all games must be received by September 6. That means I have about 20 days to get my game into the state it will be in when I enter it.

Hopefully there won't be too many entrys, as I really want to be a finalist. Though if for some reason I don't make it as a finalist, I'm sure I could use that as some sort of mental fuel to work even harder on it...then I'll show 'em ;-)

Anyways I've added the drug market into the game...ignore the numbers they're hardcoded ;-) and not accuratly represented on the graphs.

Don't worry I wouldn't make all you wanna-be gangsters bust out your econ books just to play the game ;-) The graphs are there to help, not to confuse.

I'm going to make it look purdier later on, I'll have a green/red arrow and the % change, just like in stock tickers too...I've got some more ideas I didn't get to implement, at this point it's all about the IGF though...and pretty pictures don't really count much if I don't have solid gameplay, so the graphics are taking a back seat right now.

I'm working my arse off lately as you can imagine....more info on the game later.

- Dan

You seem to have misspelled "Cocaine". Other than that, you seem to have a handle on the drug market around here. I assume you get different prices when dealing in different parts of the city, and perhaps even related to artificially controlling supply (whacking rival dealers, buying up as much as you can).

Hmmm...good eye on the coke thing, I'll fix that :-P

The supply/demand on the graphs represent a city wide average.

Local supply/demand could be quite different though, when it comes down to it, every civilian in the city has their own demand for each type of drug, so if you oversaturate an area there will be no demand.

The prices are what you buy them for...you can sell drugs at whatever price you want, wherever you want. If you set them too high nobody will buy them though. I don't force the player to sell them at a fixed price like most markets do in RTS games.

The supply is an overall average of all the gangs in the city. Demand is an overall average of all the civilians in the city.

Once you buy a drug you need to drag/drop it into a gangsters inventory and then tell him to sell drugs in whatever area you want, and for how much...you can also do it yourself.

- Dan

If you don't mind me asking, how're you doing those graphs? They're quite sexah [grin]

Just a for loop with a 1x1 texture scaled by the height of that point on the graph on the y axis, and 2 on the x axis, in 2D space for each graph that needs to be displayed.

 //Supply
if(m_pWindows[WindowRef].m_Controls[1].m_State == 1)
{
for(int z = 0; z < 84; z++)
{
float gHeight = (cos(((float)z)/84))*124;
GameEngine.SpriteInterface->Draw(ReferenceTexture, NULL, &D3DXVECTOR2(2+(z == 83),gHeight), NULL, 0, &D3DXVECTOR2(Pos.x+21+(z*2),Pos.y+185-gHeight), D3DCOLOR_ARGB(110,255,0,0));
} //end of for loop
} //end of if

//Demand
if(m_pWindows[WindowRef].m_Controls[2].m_State == 1)
{
for(int z = 0; z < 84; z++)
{
float gHeight = ((tan(((float)z)/84))*124)*0.5;
GameEngine.SpriteInterface->Draw(ReferenceTexture, NULL, &D3DXVECTOR2(2+(z == 83),gHeight), NULL, 0, &D3DXVECTOR2(Pos.x+21+(z*2),Pos.y+185-gHeight), D3DCOLOR_ARGB(110,0,0,255));
} //end of for loop
} //end of if

//Price
if(m_pWindows[WindowRef].m_Controls[3].m_State == 1)
{
for(int z = 0; z < 84; z++)
{
float gHeight = (sin(((float)z)/84))*124;
GameEngine.SpriteInterface->Draw(ReferenceTexture, NULL, &D3DXVECTOR2(2+(z == 83),gHeight), NULL, 0, &D3DXVECTOR2(Pos.x+21+(z*2),Pos.y+185-gHeight), D3DCOLOR_ARGB(110,0,255,0));
} //end of for loop
} //end of if



D3D is probably dying, I'm pretty sure Draw makes a call to DrawPrimitive every time...no *noticable* performance hit though, so I'm not going to complain, it will do for now...later on I'm probably going to just dump the graph into a vertex buffer to be nicer to D3D.

Best of luck to you for the competition.

I've got to say that I'm really impressed with the progress every time I look at this journal. Just out of couriosity, how long have you been working on this? I assume your using an engine that was used for your previous games? Also, how in the world do you find the time to create all those models, do all the coding, ect? A jack of all trades you are, a one man army.

Dude... something tells me you're going to have no problem being a finalist.

Thanks guys :-D Hopefully I can pull this off.

Decipher - Well I started with a blank VC6.0 workspace on November 3, 2003 I was going to make a first person shooting game called 'Agent 51' where you were an ex-special forces guy out to bring down a ring of mobsters *insert generic storyline here*.

Then on January 15, 2004 I switched the game over to 'Gang War' and the game was an top-down GTA inspired game, with some slight strategic aspects, I was releasing versions on the 'net for free download.

Around March of this year after I got the publishing deal signed, I decided to go balls out and re-do the whole engine and that's the state it's currently in. I had to re-write a ton of stuff after I made this decision, but it was definantly the right one :-D

- Dan

Very cool! Keep it up! >insert cheerleader here<

[grin]

Great work! When do we get to play it?

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