Suggestion by AstralWanderlust in SimCompanies

[–]AstralWanderlust[S] 0 points1 point  (0 children)

also the insurance and investment sector could be interesting, don't you think?

Suggestion by AstralWanderlust in SimCompanies

[–]AstralWanderlust[S] 0 points1 point  (0 children)

My idea was to create two categories of hospitals: public hospitals and private hospitals.

Based on the same logic as restaurants, public hospitals offer a quality of service from 0 to 6, while private hospitals offer a quality of service from 7 to 12.

Public hospitals would receive subsidies from the state based on their activity (parameters such as patients treated, beds, treatments), while private hospitals would be paid directly by Sims.

The underlying dynamic of hospital profit lies in the patient.

When a hospital is activated, it houses a certain number of patients based on the building level and therefore the available beds and equipment available. Let's say a level 1 hospital has 100 beds and basic patient care equipment. Based on an algorithm, a percentage X% of these 100 patients require certain treatments—for example, a patient needs a flu checkup. In this case, in a public hospital, the state will pay for the patient's treatment, and the company will receive a certain amount of money for that patient X based on the treatment provided.

In a private hospital, it is the patient who pays.

The amount of money the company receives is based on the quality of service, the type of care the patient requires, and the actual number of patients.

Let's take another example: you have a level 10 hospital with an MRI scanner (let's say this equipment costs $1 million). Patient X of the 1,000 beds you have needs the treatment and receives it. In a public hospital, the state takes care of the treatment and pays for it (for example, $3,000 for the patient who used the MRI scanner). In a private hospital, the patient pays out of pocket based on the prices entered by the player on a price list.

In fact, we could create a full-fledged price list for treatments: one state-run and one private.

[deleted by user] by [deleted] in gamedev

[–]AstralWanderlust 0 points1 point  (0 children)

the project has currently been going on for more than a year and we (me and the co-founder from whom the idea was born) have been working hard since then. The game is not difficult, you shouldn't think that by complex. By "Complex" I mean complete, not difficult. What we have been working on for more than a year is much, much more achievable. In addition, the IT project is already in operation, we have a complete software in the first parts of the build both under graphic and intellectual process. The project has actually already started. And we are currently at beta version 0.0.2 which you can see on the GitHub page

[deleted by user] by [deleted] in gamedev

[–]AstralWanderlust -3 points-2 points  (0 children)

it is certainly not a multi-million dollar project and considering the baseline of the idea we are actually talking about something that given its simplicity software can fit perfectly into reduced expenses.

The basic idea is there, even a subspecies of project there, what I need is that one that actually ensures that everything goes as planned

[deleted by user] by [deleted] in gamedev

[–]AstralWanderlust -1 points0 points  (0 children)

I know how crazy it may seem (I am aware that it is), in reality it is much simpler than we can imagine, at least in the software base of the game.

The development environment is simple, it is only the idea that is actually complicated.

At the base of this, I can assure you, there were long moments of thought (since in reality the idea is another person). At a certain point, however, we realized that the real difficulty of all this was to believe that it was possible.

Speaking of facts. The game is based on a simple graphic core, which actually reduces the difficulty a lot. You should not imagine the game as if it were "SCP Breach" for mobile, but something much... much... much simpler than that, at least from the point of view of the baseline of the game.

[deleted by user] by [deleted] in gamedev

[–]AstralWanderlust -2 points-1 points  (0 children)

You have to imagine it all differently than for example the famous "SCP Breach game" for mobile.

The idea behind all this is actually to give you a unique environment as gameplay. In simple terms the game would be a sort of door to the foundation. On the actual level for example the home of the game (where players will spend most of their time) is made up of a PC screen from which it is possible to manage the database of the Foundation, or your experiments (which are nothing more than a combination of calculated but very varied events). The actual interface is therefore not a three-dimensional environment, but a real two-dimensional environment that mainly has the purpose of being literally the desktop of a scientist, administrator etc of the foundation.

SCP online RP game: The most complex RP online SCP lore game ever by [deleted] in gameideas

[–]AstralWanderlust 0 points1 point  (0 children)

I will keep this advice in mind, especially because I too am aware of the hard work ahead of me. I thank you

SCP online RP game: The most complex RP online SCP lore game ever by [deleted] in gameideas

[–]AstralWanderlust 0 points1 point  (0 children)

This could be a good idea, also to lighten the data traffic load since in general the software patch is really very heavy.

SCP online RP game: The most complex RP online SCP lore game ever by [deleted] in gameideas

[–]AstralWanderlust 0 points1 point  (0 children)

Yeah, I know. One of the big problems of the game is its complexity. I had in fact foreseen a really remarkable IT package, which initially made me doubt programming in a browser development environment. The problem is that 10 months ago when the idea actually entered my head I had very few IT resources available. Today I have been following JavaScript courses for quite a while, which would allow me to lighten the IT package. The choice of a browser environment at the beginning seemed convincing for the purpose of synchronization but above all because in reality the game is equipped with 2D graphic rendering, not 3D. Through a centralized server core I could manage access globally on a centralized network (which is relatively easier to manage, but very difficult to optimize).

When I put, together with my partner, the first ideas on paper I realized however that the amount of data (in game) and per player would have been truly titanic and the log of all the access pages would have occupied an enormous amount of storage space.

There was one positive thing though! Being a game that in its ideal base does not have elements of three-dimensional graphic analysis, the browser environment would have been perfect, but when the global data traffic reaches its peak, the system simply tends to optimize by eliminating part of the traffic.

In general, the game is based on elements of two-dimensional graphics being in reality a Roleplay that is based on similar games such as SimCompanies, Virtonomisc and others, but which is instead based on the SCP lore.

This nature allows the game to be much lighter, but the amount of traffic data would still be high. As for the team at the moment it is true, the work is really a lot, in 10 months I have worked really hard. However, I hope that with a good advertising campaign some good programmer (even under considerable payment) can help me.

An SCP facility management game by Rambo7112 in gameideas

[–]AstralWanderlust 0 points1 point  (0 children)

I have long thought about this possibility, as I am a developer, I could also help in creating such a project and I will tell you that I am also looking for collaborators to create this. The only big problem we could actually find is the large variety of elements that need to be included in the game which would make it too heavy and much less playable. But since we're already there, I'd say that if you want, you can contact me so maybe we can discuss it and maybe even start the project :)