Nice idea! really interesting
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Do you know that if you left-click on a probe it will validate the flagged bombs? When all probes are validated (and all bomb discovered) then you win. I think you deserve a big bonus for having flagged all bombs without validating a single probe!
Yep, flagging is very sensitive, just like minesweeping ;)
- you're right it's better, I will reveal all mines when we lose
- of course, easy, from a little prototype to an endless MMO. I'll try to do it during the night :p Seriously, choosing map size (and number of bombs) is a good idea. And thanks for the interesting link.
EDIT: you got it, all bombs are revealed when you lose. It only remains to make the endless MMO.
Thanks a lot for your feedback! And bug reports is fine too :)
- Yes, the list of trade routes like the list of traders is something I think of, but i have to find the best way to display the list (which can be long) and the details of a route and steps configuration in the same window without too much scrolling. A bonus will be to highlight the route on the map when you mouse over the route in the list.
- The tutorial has a big problem: if you don't do the actions asked by the tutorial (like clic on the traders menu or create a route) and go to the next step then it can't find the element to attach the box and display it outside the screen. I'll try to fix that soon. By the way, during the tutorial, the left key does the same that the prev button so if it's blocked you can go back to the prev step and do the required action.
- Argh, don't like these window bugs, i'll try to reproduce and fix it. What browser do you use?
- About workshop, in auto mode it will produce only if the production line is profitable, i.e. price of needed resources (at the market) + production cost (a constant not displayed) must be inferior to the price of produced resource (at the market). I don't understand why the production stopped when it was in ON mode, maybe the necessary resources wasn't available at the market.
"The game mechanic is great. Very addictive. We want to see our little market growing up and are waiting for the next evolution. Really liked that. It reminds me a lot of 90's games that I enjoyed.
You made my day! :) 90's games inspire me a lot and I'm really glad I made you feel that way! I think I'll we display this quote on the main page of the game :)
Nice session, I think you made the most of what was possible and I need now to work on balancing the game to go further (several markets with more than 10 population for example is not possible now because there are not enough resources on the map).
I updated my tasks list with your feedback and I'll be very happy to hear your other suggestions. I'm really interested in you social media incorporation in game mechanics (I need more players! :)
Thanks again and enjoy :)
In the beginning of this year I received a very nice gift: my first dollar :)
I'm far to make a living out of my passion and my work on games, and I have already spent more than one dollar in drink to celebrate this first donation :/ But more than a financial support, every donation is a huge message of encouragement!
You guys like my work and believe in me, I thank you warmly.
I would like to involve you in the development, to make this game your game :) I can't know who make a donation, so feel free to send me a message or reply to this thread with you name/pseudo, the date of your donation and the feature you'd like to see. I will consider this when prioritizing the tasks.
You can also suggest your reward ideas!
My best wishes and gratitude to you.
Thanks for the feedback!
- I'm working on the delete buildings feature. It's easier for workshops and demand buildings but a bit tricky for markets.
- Yes, progression based on max population is the big next feature, it will allow me to work on balancing the game and make it more interesting in the long run i hope. FYI demand buildings is just a way to have demand for resources not needed by population (like luxury resources) and so it's a way to make money by providing these resources.
- Ah ah :) An emergent mini-game inside the game! Nice! ... Ok I have to change that, I think nothing will happen when mouse hover a building and you have to click on it to display the details window.
- I think this is due to the inability to cancel a workshop production line when it's selected and waiting for resources (you have a symbol in front of the selected line). I fixed this and now the production line is chosen whenever the mode of one of the lines is changed. Feature available is the next release (v0.1.2, next week if all goes well).
- Simple version of trade routes display is done. A link is displayed between markets if one of the routes passes through them. I will add an option to enable/disable display because it can be a mess... Feature available in the next release (v0.1.2)
- Working on better resources distinction. Resources now have a letter in addition to the color. This letter is also displayed on exploitation and workshop nodes. Available in v0.1.2.
- I disagree, it is not consistent to force a buy, and let a workshop stockpile would change the game logic. Everything is about supply and demand, and while a workshop produces it doesn't know what will be it's next production and has no demand. Think of it like a physical craftsman who can not be at the same time in his workshop and at the market. And why buy now if the price will go down later? And what will happen if several workshops are connected to the same market? Which one stockpile? Do they put buy orders (demand) on the market for their stock, which will drive up price? This is my on-the-spot reactions but actually i like the idea of stockpile, storage node or warehouse. It requires reflection...
- I think the "can only have one city" problem is mainly due to a problem of balancing. I have to work on.
Ok you convinced me :)
I have to work on it now. One decision point is about general principle : consider the market with the most population (main market) then update population demand for all markets, or consider the population in the region (i.e. sum of all markets population), or each market has its own demand according to the population (small markets have less needs than big markets).
I was thinking about an other way to interest player to start playing early rather than wait until all resources are shown: buildings and traders leveling. The more an element do its job the more experience he gains. With experience he level up and improves its characteristics (auto or selected by player). For example, the more a trader travels the faster he goes, the more a workshop produces the less time it takes to produce...
Thanks a lot for your feedback!
- There is definitely something to add to the identification of resources, color is not enough (and not colorblind friendly...). I was thinking about adding a symbol because it's prettier than letter, but letter is easier to communicate.
- Progression based on days was to simulate resource discovery over time and so different eras (like stone Age, Iron Age, ...). There is no logic to discover new resources when the population grows. But as you say this is a problem for initial stages and the course of the game. So we have to add some behaviors to make it more interesting, I think of different possibilities:
- demand (needed quantity) for existing resources changes depending on population
- invest in exploration to find new resources faster
- other kinds of advances based on population (new market upgrade, exploitation upgrade, traders upgrade, means of transport)
Back to work now but i think you have to wait until the beginning of the next year :)
[0.1.2] - 2017-01-13
Better resources distinction and user experience enhancement.
- A symbol (letter) is now associated to each resource type and displayed in addition to color
- Option "Colorblind Mode". Toggle display of resource letter on top of nodes (exploitation, workshop). Default: false.
- Option "Display trade routes". Toggle display of all trade routes at once. Default: true.
- Selected node visual indicator.
- Workshop "Destroy" button.
- Little explanation on workshop modes and profitability in workshop details window.
- Cancel workshop production when turn mode 'off'. Avoid "workshop is stuck in unwanted production line" problem.
- Node selection by clicking on it instead of hovering it.
[0.1.1] - 2016-12-16
- Tutorial. The basics.
- Trader "Clear" button to throw away the carried resources, cancel orders and leave the market. Avoid the "trader is stuck problem".
- "Population needs" panel is now open by default
- the text above the resources list in the route step configuration is now "select market resources" instead of "Market"
[0.1.0] - 2016-12-12
A dual goal
- Establish a cost-effective trading system by buying at low prices and selling at high prices.
- Increase the population by providing a lot of needed resources at low prices
Market - Supply and Demand
- everything goes through the markets
- exploitations sell resources on connected market
- workshops buy resources required for production and sell produced resource
- demand buildings buy resources
- local market population buy needed resources
- traders buy and sell resources from one market to another
- supply and demand influence prices
- If someone wants to buy but there is no seller then it is added to the buyers queue. Demand increase and price start to rise.
- If someone wants to sell but there is no buyer then it is added to the sellers queue. Stock increase and price start to fall.
The first objective is to attract the population to a market and make it grow.
To do this, it is necessary to provide the needed resources at one market. Then prices will fall and satisfaction will raise. After a few days, population will start to come.
The population generates demand on the market. The more people there are the more the need gauge of each needed resources fills up quickly. When a gauge is full a new demand (buy order) appears on the market.
- Build markets near resource sites
- Create trade routes to buy resources at one or more markets and sell them on another
- Hire traders to follow trade routes
At the top of the screen you can see the current day and some control buttons:
- next day
- speed. By clicking on the speed indicator you can change the speed
- Scroll the map by clicking and dragging on it.
- Zoom in/out using the mouse wheel
Select an element in the building menu at the right then hover the map, you will see a placeholder, green if you can build, red otherwise. Some dashed lines indicate the links with neighboring elements.