State of Fortune

No offence, but this video is not exiting to me.
Maybe you should create a more fast-paced / graphic video without talking, just to highlight the features.

Thanks for the feedback. My intention wasn’t exciting but informative :slight_smile:

I’ll look into something flashier once there are more features in the game.

Mike

Thanks for the feedback. My intention wasn’t exciting but informative :slight_smile:

I’ll look into something flashier once there are more features in the game.

Mike

I’ve put up the game now already seeing as I can change stuff as we go anyway :slight_smile:

It’s located at http://stateoffortune.com

General future plans in a random order (these can and probably will change):

  • Oculus Rift support (this one turned out trickier than I thought, I’ll have to redo a lot of the code I use for the overlay)
  • Performance improvements
  • Music
  • Sound effects
  • 3rd person view
  • Digging
  • Drag and drop to make it easy to place a lot of horizontal blocks at once
  • Improve wall intelligence to make them align correctly with foundations
  • Diagonal stairs and slopes
  • Gender selection
  • Shadows
  • Grass variety
  • Allow specific people to use on your land
  • Better tools
  • Mills to make flour, ovens to make bread, fruit trees and so on
  • Build a store where you can sell your own items
  • Mining
  • Fishing
  • Quests - get money for gathering specific products
  • Quests - get money/items for finding specific things in the world
  • Specializations/skills
  • Building roads in no man’s land to travel quicker

I’ve also just ordered a code signing certificate seeing as the new java versions treat self signed jars really badly (two popups instead of one and you cannot tell it to always allow). I’ll add it somewhere next week or whenever I’ve got it.

Mike

Your ground prices resemble the prices of an existing town, not of a new town.

The ‘organic growth’ you’ll see is people living spread all over the place, slowly moving towards the ‘empty space’ that is the center of the town.

That’s not anything like reality :persecutioncomplex: :point:

I’d determine the price of a plot of land, using:

plotPrice = weightedPriceOfNearbyPlots * (1.0+...);
plotRent = plotPrice * ...;

Initially everything is cheap as… dirt as that’s basically all there is to your plot, but the more crowded a region becomes, the more expensive it gets. At some point players (maybe) can’t afford the rent of their current plot, and have to move to cheaper plots.

This setup leads to much more natural ‘organic growth’: from randomly positioned town centers, to sub-urbs and others who like farms in the middle of nowhere, on cheap ground.

Paying more based on the number of houses in the neighborhood, which would makes living close to the city center more and more expensive, sounds like a great (and realistic) idea! :slight_smile:
Currently the formula is 2000areaarea/distance/distance. Maybe keep the formula but make distance less important if there is no house nearby… sounds like it is worth a test.

The only issue I see would be that whoever joins the server first can buy up all of the good land (well, there is a max of 10 plots per player, but you get the idea). I already have a system in place that once about 20% of the plots are sold a new spawn point appears though so maybe it’ll be fine after all. Maybe have a cooldown so you only can buy one plot every two hours or so?

I thought about rent in the past but chose not to seeing as I don’t want to force people to log in to pay rent, but maybe I can allow people to pay a month or something in advance if one expects not to log in for a while.

Mike

Those players soon can’t afford all the rent of their high value plots, or they sell their plot to somebody else for profit.

The more you model reality, the less you have to some up with odd rules and their exponentially growing balancing issues.

Selling the plot to someone else, that’s also a nice idea. Hadn’t even thought of it before seeing as you’d not want to sell land, but if there are rents and they increase… :slight_smile:

A’la the opposite of State of Profit? :wink:

Mike

I’m a broken record, get used to it, because I’m a broken record.

I’ve put up the game now already seeing as I can change stuff as we go anyway :slight_smile:

It’s located at http://stateoffortune.com

General future plans in a random order (these can and probably will change):

  • Oculus Rift support (this one turned out trickier than I thought, I’ll have to redo a lot of the code I use for the overlay)
  • Performance improvements
  • Music
  • Sound effects
  • 3rd person view
  • Digging
  • Drag and drop to make it easy to place a lot of horizontal blocks at once
  • Improve wall intelligence to make them align correctly with foundations
  • Diagonal stairs and slopes
  • Gender selection
  • Shadows
  • Grass variety
  • Allow specific people to use on your land
  • Better tools
  • Mills to make flour, ovens to make bread, fruit trees and so on
  • Build a store where you can sell your own items
  • Mining
  • Fishing
  • Quests - get money for gathering specific products
  • Quests - get money/items for finding specific things in the world
  • Specializations/skills
  • Building roads in no man’s land to travel quicker

I’ve also just ordered a code signing certificate seeing as the new java versions treat self signed jars really badly (two popups instead of one and you cannot tell it to always allow). I’ll add it somewhere next week or whenever I’ve got it.

Mike

Your ground prices resemble the prices of an existing town, not of a new town.

The ‘organic growth’ you’ll see is people living spread all over the place, slowly moving towards the ‘empty space’ that is the center of the town.

That’s not anything like reality :persecutioncomplex: :point:

I’d determine the price of a plot of land, using:

plotPrice = weightedPriceOfNearbyPlots * (1.0+...);
plotRent = plotPrice * ...;

Initially everything is cheap as… dirt as that’s basically all there is to your plot, but the more crowded a region becomes, the more expensive it gets. At some point players (maybe) can’t afford the rent of their current plot, and have to move to cheaper plots.

This setup leads to much more natural ‘organic growth’: from randomly positioned town centers, to sub-urbs and others who like farms in the middle of nowhere, on cheap ground.

Paying more based on the number of houses in the neighborhood, which would makes living close to the city center more and more expensive, sounds like a great (and realistic) idea! :slight_smile:
Currently the formula is 2000areaarea/distance/distance. Maybe keep the formula but make distance less important if there is no house nearby… sounds like it is worth a test.

The only issue I see would be that whoever joins the server first can buy up all of the good land (well, there is a max of 10 plots per player, but you get the idea). I already have a system in place that once about 20% of the plots are sold a new spawn point appears though so maybe it’ll be fine after all. Maybe have a cooldown so you only can buy one plot every two hours or so?

I thought about rent in the past but chose not to seeing as I don’t want to force people to log in to pay rent, but maybe I can allow people to pay a month or something in advance if one expects not to log in for a while.

Mike

Those players soon can’t afford all the rent of their high value plots, or they sell their plot to somebody else for profit.

The more you model reality, the less you have to some up with odd rules and their exponentially growing balancing issues.

Selling the plot to someone else, that’s also a nice idea. Hadn’t even thought of it before seeing as you’d not want to sell land, but if there are rents and they increase… :slight_smile:

A’la the opposite of State of Profit? :wink:

Mike

I’m a broken record, get used to it, because I’m a broken record.

Yup its looking great for me :smiley: nice work!
There are some bugs but can be easily fixed (I think).
And I dont know if u want to but u could add something like in case someone buys two terrains side by side it should be able to get them together…

And I found a Money Bug…(I can make infinit money basicly) so Mike when u join… just join the server so I can report u the bug… Dont want to post here to avoid conflits

Yup its looking great for me :smiley: nice work!
There are some bugs but can be easily fixed (I think).
And I dont know if u want to but u could add something like in case someone buys two terrains side by side it should be able to get them together…

And I found a Money Bug…(I can make infinit money basicly) so Mike when u join… just join the server so I can report u the bug… Dont want to post here to avoid conflits

Someone else found the same (I guess) bug and it’s only on the client, the server understands that you’re trying to cheat :stuck_out_tongue:

I’ll upload a new version tonight or tomorrow that will fix for that one, some 5-10 other issues that people found and add a minimap where you can see the landscape as well as plots for sale, plots bought and plots that you own.

Mike