Jump to content
  • Advertisement
Sign in to follow this  
hotzenplotz

Economy system

This topic is 4959 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi! I'm trying to make a business sim but right now I have no idea on how to implement an economy system. Are there any tutorials on that topic? I also would need infos on how to program AI opponents in business sims. thanks, Martin

Share this post


Link to post
Share on other sites
Advertisement
I think the best approach to this is to first get a good handle on basic business principles. Supply and demand, cost vs. expenditures, that sort of thing. My guess (?) would be to program your AI to examine these kinds of things and make the appropriate comparisons. If the company is loosing money, it may need to cut costs from somewhere. There are many ways to do this, so maybe start out with a list of things that could be scaled back (advertising, number of workers, etc.) and then give them priorities. I think that once you develop the model for how a business runs, and what can and cannot be done, you'll understand what your AI needs to do.

Share this post


Link to post
Share on other sites
Do you really have *no idea* how to simulate an economy? Why then would you want to do a business game in the first place, if you don't have some insight you want to bring to the design?

Share this post


Link to post
Share on other sites
Guest Anonymous Poster
Quote:
Original post by goldenpanda
Why then would you want to do a business game in the first place, if you don't have some insight you want to bring to the design?


Learning experience maybe?

Share this post


Link to post
Share on other sites
I toyed with this type of concept after taking Macroeconomics in college. I suggest taking the course. On the other hand, try creating a unit that simulates normal human buying habits. Instantiate it a few thousand times and make that your populus. Perhaps the player's job is to adjust parameters so that the economy doesn't get out of hand and eventually crash? Doesn't sound too bad, but from what I remember from college, economics is maddeningly boring. I can't see a game purely based on it being much more entertaining (hence the reason I dropped the idea in the first place).

Share this post


Link to post
Share on other sites
Quote:
Original post by coderx75
economics is maddeningly boring.


A game should not be all about adjusting economic controls. Instead, a good economic model can be used to support other interesting mechanics to add realism and immersion.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

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

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!