ddfreyne changed the topic of #nanoc to: 3.6.9 (apr 15th) | web http://nanoc.ws/ | repo http://bit.ly/XE6e3G | issues http://bit.ly/VfXaSV | forum http://ho.io/n-discuss | irclog http://irclog.whitequark.org/nanoc
<bobthecow> ddfreyne: there's a map now!
<bobthecow> space isn't quite as lonely anymore ;)
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<ddfreyne> bobthecow: and parallax, and trading, and save games, and hyperspace jumps!
<travis-ci> [travis-ci] nanoc/nanoc/generic-pandoc-options 3c161bb Denis Defreyne: The build passed.
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<tom[]> ddfreyne: the commodity price list reminds me of Elite
<tom[]> not event driven, is it?
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<ddfreyne> tom[]: It's a combination of Elite, Escape Velocity, Freelancer, and maybe a few other games
<ddfreyne> It's all HTML5/canvas/javascript, with my own game engine behind it
<tom[]> i wouldn't have guessed you were old enough to be into Elite. that's why it surprised me to see the for sale list
<ddfreyne> tom[]: I played Oolite a little bit, and dived into some of the specifics of how it works
<ddfreyne> But yeah, even Oolite feels to oldschool for me :)
<tom[]> oolite looks very pretty
<tom[]> next you need nebulae in spaaace
<ddfreyne> tom[]: I'm going to avoid the need to make everything look pretty as much as possible for now, and focus on gameplay
<ddfreyne> For example, adding AI ships. I don't quite know how to tackle that, but I imagine I'll just start with fake ships going from planet to planet
<ddfreyne> Then maybe a few coming from and going to hyperspace
<ddfreyne> Escort ships, then
<ddfreyne> Probably want some asteroid mining going on, too
<ddfreyne> And finally, combat… which is going to be a big challenge.
<tom[]> the ai needs to take into account what information might be available about the payer's cargo and history
<ddfreyne> Yep, combat rating is defintiely something I'll do
<ddfreyne> Police vehicles scanning cargo
<ddfreyne> If it's illegal cargo (drugs, weapons, …), you can either pay a fine or engage in combat
<tom[]> can a trading post sell information about a transaction?
<ddfreyne> The latter will drop your reputation in that system, and perhaps with the faction that you're attacking
<ddfreyne> tom[]: Hmm, not sure why that would be useful
<tom[]> 1. for freelancers who might want your cargo. 2. in case you want to get into such freelance piracy
<ddfreyne> tom[]: I'd also love to have the possibility to be a pirate or bounty hunter
<ddfreyne> Perhaps even enlisting in the military and doing missions there
<tom[]> i was being pc
<ddfreyne> ?
<tom[]> politically correct. you say pirate. i say freelance
<ddfreyne> Ah heh :)
<ddfreyne> Guild of Free Traders! Houseless Warriors!
<ddfreyne> There's a lot of ways this thing can go. I'll start small and expand from there.
<ddfreyne> tom[]: There is a game in development called Limit Theory, and it looks really impressive. It even features a supply/demand based economy and the piracy levels are also affected by that
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<ddfreyne> High demand for ore -> lots of miners mining it -> price goes down -> less miners mine it -> price goes up ->
<ddfreyne> etc. Also, lots of valuable minerals being mined -> pirates attack and plunder ships -> less miners are willing to mine -> ...
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<ddfreyne> I am not sure whether I want a system as advanced as that, because it will be unpredictable and EXTREMELY had to balance.
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<tom[]> classical economics
<ddfreyne> I don't know enough about economics to implement that anyway :(
<ddfreyne> (I've been trying to do some research on that… but it's hard.)
<tom[]> meh. classical ec is kinda boring and usually a bad model of real life
<ddfreyne> tom[]: Not fun, too unpredictable, etc?
<tom[]> too predictable
<ddfreyne> Too volatile?
<tom[]> no
<tom[]> classical economics' best feature is that it is amenable to complex system analysis. because its base functions are simple and linear. but that's why it's also not realistic
<ddfreyne> tom[]: Or it gets too unrealistic too quickly, and it removes the immersion and you can't really build good gameplay on it?
<tom[]> so it's also its worst feature
<ddfreyne> e.g. you get a resource that everybody seems to need, but the price is so high that nobody gets it?
<ddfreyne> nm, bad example
<ddfreyne> I know nothing about economics, heh
<tom[]> classical ec can't even handle limits like that
<ddfreyne> Or maybe… you know that a certian resource is always going to be necessary, so if you look into the future you KNOW that the resource will have to keep on getting mined
<ddfreyne> Even if there is no interest in it at the moment
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<tom[]> well. a game can be seen as a simulation
<tom[]> and if you iterate your simulation, which you will, somehow, then you can build in interesting features
<ddfreyne> tom[]: I am interested in adding a subsystem to this game in which you can invest in planets and help build their economy.
<ddfreyne> So once that is in place, ahving some economic simulation will be necessary
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<tom[]> yes
<ddfreyne> But it also needs to be rewarding
<ddfreyne> Fun > realism
<tom[]> yes. there are plenty of examples of that
<ddfreyne> Imagine investing massively in a planet and prices suddenly going down, the economy crashing completely
<ddfreyne> Would you play a game like that?
<tom[]> i don't play games much
<ddfreyne> Probably not; you'd be 'screw this' and play something else
<tom[]> i was into minesweeper once
<ddfreyne> hehe :)
<ddfreyne> Good games inspire me to build something myself
<tom[]> you like computer programming
<ddfreyne> Yup
<ddfreyne> tom[]: Eventually, I also want to have the ability to have campaigns consisting of missions in this game, so that you can finish the game
<ddfreyne> Open-ended worlds can get boring, because there doesn't seem to be a point to the game
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<ddfreyne> and perhaps the prerequisite of a certain campaign is to have a certain combat rating and a ship that is sturdy enough for serious combat missions, and getting to that point requires some sandbox gameplay.
<ddfreyne> Who knows. Just throwing out ideas :)
<tom[]> that could be something as simple as a holy grail that only becomes available after some, possibly opaque, checklist is complete
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<tom[]> holy grail = metaphor
<ddfreyne> tom[]: Yup
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<ddfreyne> tom[]: I have some ideas on https://github.com/ddfreyne/spaaace
<ddfreyne> Also important I think is to have money sinks: having lots of money should not be an end goal; it should be spent on something useful
<ddfreyne> better ship, more weapons, faster ship, prettier ship
<tom[]> salaries
<ddfreyne> Paying out salaries to hired help, yeah
<ddfreyne> Investing in planets
<ddfreyne> Investing to improve your rating with some planets, star systems, trade stations, …
<tom[]> buy exchanges so you can manipulate prices for others
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<ddfreyne> tom[]: It's not intended to be multiplayer though (that's a *lot* more difficult to implement)
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<ddfreyne> One challenge at a time, anyway :)
<ddfreyne> My GitHub streak is 56 days. Not bad.
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<ddfreyne> Well… 34 for public contributions
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<tom[]> well, if that's how you measure your success in the big project we call life
<ddfreyne> tom[]: Making at least one open-source contribution a day keeps me motivated
<ddfreyne> It also makes sure you make progress, no matter how small
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<ddfreyne> Anyway, sleep time
<ddfreyne> adios!
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