Creating Economics


I'm making it a point to write a dev blog for the game at the end of each day that I work on the game if for no other reason than just to maintain some level of posterity.  As a novice game developer, any progress is good progress and I think it's healthy to write/talk about it, even if it's on a blog talking to yourself out loud.

Today I worked on what I think is an important feature of the game, the management of your trade resources, interaction with the market and the functionality for buying and selling trade goods.  This was surprisingly complex but only because I needed to have a system for the player, meaning the interface and interaction with their own resources, but also a good setup for when I write the AI for the 12 PC opponents.

I wrote some predictive calculations so that in the interface it was easy to see how much gold you have, how much the quantity of the resource your buying and how much gold you will have left if you commit to the purchase.

One thing I noted is that I don't have a plan for the resources beyond simply existing as a way to trade based on the market rate, but you can purchase food and weapons which are resources actually used in the game.  I think there is going to be a lot of fitness in getting the market rate and influence of transactions balanced, but I'm not too worried about that at the moment as I have set it up to be able to make changes very easily. 

I managed to get the most of what I wanted done with the ability to buy and sell resources.  Next step will be to create the consequences of the transaction on the market/economy but I have a general design for that already laid out. 

That's it for today :)

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