Monday, October 17, 2016

Sea Trading Game- Improving selection of goods to produce, more goods.

This week was much like the previous week. I continued to refine both the model of growing crops as well as adding more goods, and refining existing goods. I also made use of the regional modifier, as used for minerals.

The first thing that I added was a capability to see what a city was doing. Specifically, I told the game to place an icon on the tile to show what was being produced on that tile. As of right now, I don't actually have any icons drawn, but I am using a simple standard icon to show the difference. This code is very inefficient at the moment, but I'm working on improving it.

Right now the dot is rather small, I'll tweak the size of it when I have actual icons to be used, I recognize that what is seen right now is really small. I'll figure out a way to improve the speed of this as well, but for right now I'm leaving it slow because it helps me in debugging the game.

I started to balance the game a bit as well, to make sure that crops were being developed appropriately. For instance, Gold is now produced only in certain locations, although it can be quite highly available in those locations. There is a generic "food" gathering capability, which will give food for local population, think gathering berries, hunting, etc, and the more generic crop growth, which will give much more food, albeit at less frequent times.

Some crops are currently growing, primarily tobacco. Tobacco is interesting because it is used primarily for recreation, and it is the easiest to produce of the goods that I have for "luxury" usage. I'll no doubt be adding more, but I'm primarily focusing on food crops for now.

Bottom line is, the game is continuing to make slow steady progress. This week I plan on ensuring that goods can be produced that aren't dependent on a tile, such as clothing. I'm going to look at the buying/selling price at a port to make sure it seems reasonable. And lastly, I'm going to start looking at including demand for goods that aren't directly required. For instance, Wool is required to make Clothing, but Wool by itself isn't particularly useful. Right now Wool won't be produced, because it isn't directly required.

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