Browser game "Cyber development" — update

On Habre, I have written several articles where told about the progress of the development of this game from idea to implementation. Everything was very damp at first, but gradually we are improving: moved to a permanent address, stable working forum and chat, good people helped with graphics, work on the interface and of course every day we are improving the concept. Below the video on YouTube, which reveals the main concept of the game that have to change are unlikely, but several points were not included in the movie, for example, screen battles between knights — there's still work to do.

Play here



warning boots ...
And yet, it is important to say at the beginning. If You look at my articles on habré, will know that I have been including artificial intelligence. The concept of the game involves you to create bots. In fact, for ordinary players, there are already automated a number of points. But the environment of the game is that modern methods of artificial intelligence does not allow you to definitely win using the bot. At the same time, the game easily falls in the formalization, which can be described as "search for a state character in the game, which will be maximized a certain criterion under the given constraints". This raises the possibility to arrange competitions bots. Therefore I appeal to the discussion who would like to do I am ready to contribute and write for this API.



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the Game "Cyber development" — a free browser based real time strategy. Getting into this world as a laborer, without property and experience you may have family or may not be. You can become a craftsman, merchant or a knight. Each profession provides its own unique benefits, and not necessarily a knight will be more successful merchant or artisan – all is determined by the current development of the game world. People can't be different, but you can simultaneously play the different characters, making them part of his family. So you will create a unique race that will be remembered for the ages.


past times, the concept has somewhat changed. Instead of permission to make clones, was made to manage them from one account and a concept that turned into the concept of the game in the "family". The concept of "Family" is quite important. The family may consist of real players and clones. By registering in the game the player's character can get parents of other players who are already playing. It is expected that more experienced players will help his "children" — players are beginners. But to have "children" players need to create a marriage. And then they have a chance to "children", the healthier the characters players the chance higher. The presence of children is not just a social connection of players, but also has practical implications. Spouse(s) and/or "children" receive an inheritance if a family member dies.

Another type of family members is the so-called "other family members". In fact it is a clone, but they are forbidden to have families. They are useful in conducting trade. Cities differ in the availability of resources and it is important to examine where resources are more and it is beneficial to have a representative of a craftsman that can work on routine automatically extracting products. Then it becomes possible to create entire production of the trading network. And the one who will succeed and will be in the top players in the rankings.

As the game progressed players



I already wrote that players have a significant impact on the development of the game world. The game was originally only a small number of basic products of about 50 items. Now players have suggested the introduction of new products and ways of their creation and now has over 120 titles.
I also mentioned that the players helped with the graphics. One artist (not an expert) drew the background and all the buildings for display in the city. And as the game grows the number of products, and a growing need to display them in the form of a small figure. And here first the players are helped to find appropriate pictures on the Internet under a free license, and then began themselves to draw.

Besides the development of chain products, the core of the game involves the chance to increase the stats of your character. These characteristics increase due to the establishment of a number of items. There certainly needs some software support, but it's worth it. Thus, the game was introduced, the temperature in the city, and the character feels heat and cold, can warm up flushing the oven, can cool off, otherwise you lose health. You can also create the clothes that will warm in cold weather. And this is only one example.

Even at this point in the game does not very often use such product feature as quality. But at the suggestion of the players now introduced a mechanism in which to create the specific products needed raw materials certainly above a certain quality.

As if before the increase in the level of the buildings had to pay only in cash now you may need to perform the so-called tender. The tender is also a kind of product that require various raw materials. When it is made it can be the subject of purchase and sale.

Thus, the game makes You, the players, and we are waiting for you. It is assumed that the players will develop the game world to the modern times and go on creating cyber-organisms :) But while this is still far away — but you can be the first!

Introduction of artificial market?



Initially I didn't want to. Previously wrote exactly the opposite

the question arose, where to get the money supply? If it is to give through fictitious demand, once the artificial market. Then I came up with an interesting idea. The money will be provided. In reality, gold or obligation of the state to always obtain product for the money. But what is really appreciated by the players playing browser games? And then I realized — time is money and Vice versa. It was still a fantastic movie, where people earned and paid. So in the game "Kiberset'", all is well — money is given$ 1 for every second spent on the creation of the goods (except in the case of automated production craftsman). And on completion you receive the item into inventory and money. It would seem a little strange. But consider that it's a new social system where everyone is allowed to print money depending on the time spent on production. And then begins the what not is a natural market — you buy, sell, robbing another player who earned more — and the top.


Alas, in a small number of players but this idea does not work. Then of course, depends on the fact that the audience of economic games is not so big and players is difficult to think through economic development schemes, and to set prices. Everyone wants one click and develop a character, so the markets in the game are not developed. Worked would be little incentive of this for the player, since everyone can "print money".

So I had to enter the government, which buys goods at prices close to the world. In the world the prices take into account the time spent on the production of a product and all its components. Prices in a particular city change — if the city has no product to sell, the price increases by 1% (there is an upper chapel), if there is reduced by 1%. And competition issues are solved by the following approach:

In the city for each product for game day is selected only one item to buy is the best combination quality/price. Each product has its liquidity, and depending on its government allocated a certain amount of money to buy if not enough money per product, nothing to buy, and piling up the allocated cash. If the money is bought the number how much money is allocated for this product.

But the artificiality of the market is still not the same as in other games. There is clearly highlighted in the character of "government", and it only prints money. Keep records of how much cash it spent on the purchase. But the "government" is and income — the cash that is paid for an increase in the level of the buildings. Therefore, the economic system is closed and close to the real, in contrast to "domination" of open economic systems, which have nothing to do with reality.

Perhaps in the near future the government will also sell previously purchased products, transported them to the capital. And thus, the government will just bot at the state level. Well, with adequate development can be introduced by other governments, but managed by bots players.

Therefore, the Lord programmers — welcome, let's discuss creating bots for this game.
Article based on information from habrahabr.ru

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