The place for your feedback, bug reports, suggestions and feature requests.
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 :)
The issue with having progression based on days is that you have my issue where I would rather wait for all the resources to be discovered before even setting up any trade routes. This means that there is at least a minute of downtime before a player really wants to start the game.
As for resource discovery being dependent on population, the logic is that as your main market grows, the civilization grows along with it. More population = more advanced eras. You don't just wait for time to pass before you get to the iron age. You have the population grow and advance. It's not just time that causes advancement. It's people and time.
As for the other possibilities, they don't fix the core issue of not feeling like playing the game until all resources are shown. Because what's the point? A bad solution would have money decrease over time so that the player can't sit on their ass for the first 1500 turns, but that's just annoying imo.
You already have a good system for determining whether a player understands how the resources work through the population demand window. So once they get the resources demanded, then the next resource appears. This would be good design and would ease the players into learning about each resource.
That's another issue with having advancement based on time. The player doesn't get enough time to fiddle around with each resource before another one is suddenly thrust onto the field.
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 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.
re: #7 Yeah, I half agree. Forcing a buy is a bit much, but I have a really hard time imagining that a physical craftsman would have a just in time supply system, which is what you're describing. Having a large stockpile is also unrealistic, but JIT is too. Although the unit of time is in years, so I suppose it's not exactly JIT. Anyhow, having a storage node sounds nice, and could be used as a means of speculative (YoY) trading as well. Although resource production in this game is fixed (unlike e.g. 15-40% variance in medieval crop yields), so actually YoY trading wouldn't make sense, so nevermind.
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 :)