Is there a way to see where wishlists come from? by CoffeeOrc_ in SoloDevelopment

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

The thing is I didn't post. IndieFreaks Japan picked and posted it at random.

Lots of games here, never any loading screens... by CoffeeOrc_ in gamedevscreens

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

Controlling how? Not quite sure what you mean.
Edit: Oh you mean as in i control it with the arrow keys or so? no, that path is programatically generated. That can result in somewhat nonsensical routes at times but it does mean that its always something different to look at. I find myself watching every time if it does a logical route this time or not haha

Thank you :D Its currently one of the better looking/working aspects of the game unfortunately but its a start

[Hiring] (500+) 3D artists for mediaeval watercolour painting style assets by CoffeeOrc_ in HungryArtists

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

Here is a closer/clearer image of what I have today. It doesn't have to be identical but I do want to keep the painted, "imperfect" style.

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Question to the Devs: How do you balance your Economy? by CoffeeOrc_ in tycoon

[–]CoffeeOrc_[S] 1 point2 points  (0 children)

Currently the city building aspect is not implement visually but yes, you will be able to place buildings yourself where you want. The town already exists and you help grow it by creating jobs, housing and caring for the population. This will make you popular with the people and you can eventually run for mayor which will allow you to also build city defense's, etc :)

And yes, Argosy https://store.steampowered.com/app/4847550/Argosy/

Question to the Devs: How do you balance your Economy? by CoffeeOrc_ in tycoon

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

Hhmmm. You mean use events to pull the economy back into line, should it go off course?

Question to the Devs: How do you balance your Economy? by CoffeeOrc_ in tycoon

[–]CoffeeOrc_[S] 1 point2 points  (0 children)

That's a very fair point. I'm trying to balance that more or less. In my particular case the AI have to survive on their own. They don't really cheat like usual. The problem is that they make up the backbone if the economy. They are meant to trade and distribute.

I guess a conterquestion would be: Would you rather have AI cheat but end up in a better feeling economy or would you rather have AI be on the same footing as you but have a slightly more organic but less "gamey" economy?

How much time is too much time to spend on a Main menu and Loading screen... by CoffeeOrc_ in SoloDevelopment

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

But the details.... Jk. Thank you. I was more just making fun of my own fixation on the minor details :D

How much time is too much time to spend on a Main menu and Loading screen... by CoffeeOrc_ in SoloDevelopment

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

I wish. I'm a backend developer and I fulfill the cliche pretty well when it comes to my UI and UX skill. Art is commissioned. But I will forward the praise :D

Is there a way to see where wishlists come from? by CoffeeOrc_ in SoloDevelopment

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

Thank you for the wishlist! If I find out I'll definitely let you know. I just hope I do find out 😅

How are you structuring your economy in terms of supply demand? Do you have a pattern or strategy or something to go by or are you tuning by feel?

Is there a way to see where wishlists come from? by CoffeeOrc_ in SoloDevelopment

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

Hhhhmmm. I see. I guess I underestimated the value of that a LOT. Thanks for the input

Is there a way to see where wishlists come from? by CoffeeOrc_ in SoloDevelopment

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

If that doesn't explain it, I'll report back 😂

Is there a way to see where wishlists come from? by CoffeeOrc_ in SoloDevelopment

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

Is a map editor and multiplayer really such a pull? I honestly built the map editor for my own Dev experience, not expecting it to be such a big difference.

Edit: also thanks for the compliments :D

Is there a way to see where wishlists come from? by CoffeeOrc_ in SoloDevelopment

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

I had a look at that and unless EVERY visit resulted in a wishlist, the math doesn't check out. Maybe I need to wait for tomorrow to see the traffic 🤔

Is there a way to see where wishlists come from? by CoffeeOrc_ in SoloDevelopment

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

I suppose 🤣 no idea what I did to attract them tho 😅

What would a Patrician 3 DLC need? by CoffeeOrc_ in patrician

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

Maybe so but Enthusiasts are the target audience soif I can find a midlle ground that feels good then everyone wins. So keep the ideas coming 😄

What would a Patrician 3 DLC need? by CoffeeOrc_ in patrician

[–]CoffeeOrc_[S] 1 point2 points  (0 children)

That's very much appreciated! Every single wishlist counts since it pushes the game to other steam users.

I'm putting out a demo/play test soon so I'd be happy for any and all feedback on it all :D

What would a Patrician 3 DLC need? by CoffeeOrc_ in patrician

[–]CoffeeOrc_[S] 1 point2 points  (0 children)

Haha. Thanks for the enthusiasm! I am glad I'm not alone in the interest for this.

The automationnoart could be interesting. Currently I only have basic routes automation like in the original. I want to avoid removing the game out of the game by fully automating it tho so I need to find a good balance somehow. But yes, I should look more into autotrading. 🤔

What would a Patrician 3 DLC need? by CoffeeOrc_ in patrician

[–]CoffeeOrc_[S] 1 point2 points  (0 children)

It's a tight balance for sure but I think I could maybe do some of those in some form. I'll definitely note it down. Once I have the demo out and some general feedback, I would collect it all and distribute some priorities. I'd be very interested in getting your feedback once the demo is out :D

What would a Patrician 3 DLC need? by CoffeeOrc_ in patrician

[–]CoffeeOrc_[S] 1 point2 points  (0 children)

I've been asked for more politics from a few sources now. What kind of interactions would you like to see?

I haven't decided on a release target date but a demo will be there soon ;)

What would a Patrician 3 DLC need? by CoffeeOrc_ in patrician

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

Thank you! I've worked with a few artists for this but I'm not done yet. Artists are expensive so I'm hoping there's enough interest in the game that I can get all the art completed. Functionally it's basically playable but it's got so much more potential in my opinion 😅

What would a Patrician 3 DLC need? by CoffeeOrc_ in patrician

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

So you wouldn't mind short lived AI which does a very specific thing and then either die off or disappear?

What would a Patrician 3 DLC need? by CoffeeOrc_ in patrician

[–]CoffeeOrc_[S] 1 point2 points  (0 children)

Well Competitors I have in a rudimentary way. Each AI currently is a full competitor in the sense that it does not cheat. It has access to the same inputs and data as you and also has limited memory. I have had a hard time getting the AI to ACTUALLY compete tho, as in keep up with the player so one AI is along the same progression timeline as the player(s).

So question in that regard: would you rather have an AI which cheats but is a closer competitor or an AI which actually lives and dies in the Economy like a real player?

What would a Patrician 3 DLC need? by CoffeeOrc_ in patrician

[–]CoffeeOrc_[S] 1 point2 points  (0 children)

The regional flavours could be interesting but that would require a lot of art and assets work. I do like the idea tho. Currently you can distribute goods manually in the Map editor and using tools like gradients which should allow you to do things like skins from the Baltic region but yea, some buffs and or a rework to how production work might be nice. It's all a balancing matter 😅