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Thu, Jan 8th 2009, 00:30
To Market  

Quite a bit done this week, so I've condensed 30 revisions into a handful of bullets:

* Various UI elements got some tweaks / enhancements.
* Implemented the assault deposit / insurance system.
* The ship builder is now connected to the assault system.
* Fixed a major bug with the collision system.
* A complete overhaul of the market and underlying systems.

It's been a while since I posted any screens and this post, while bristling with productivity, is not particularly interesting, so I give you:

The new market screen:


The old market screen:


The new market system is a bit more complicated, but not so much so as you might guess from the screens. The old system had a market "AI" that moderated the current values of the different mineral types based on player supply and demand. This system was okay, but it had an arbitrary feel to it and a player with very large mineral supply could very effectively manipulate the market with a few well placed transactions.

An "order" system has replaced the old model, where you put an amount of goods (or money) on the market with the hope that another player will agree to your terms and complete the transaction. The result is a more player-driven system that can't be effectively bullied by someone with deep pockets. The obvious downside is that it's a little less straightforward and the interface for it looks intimidating at first glance.

It took two grueling days of work to complete the market conversion, but it's done now and I'm happy with how it's turned out.

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