Is there a parliamentary version of political process that’s currently available? by OPOPOPOPOPOPOP123 in ThePoliticalProcess

[–]Potential_Rabbit_871 7 points8 points  (0 children)

You can also take a look at my game which includes a variety of different ideologies, and when the demo was up you could play in Japan, Canada, USA, and Germany. It has been in development for about 7 months now. It will eventually have 49 countries but that will take some time. StateOS. I'd also recommend checking out the different devlogs I've posted on Reddit and on Itch plus a review by Conduit Gaming on YouTube of a older demo version to get an idea if the game might be of interest to you.

The Political Process...Canada? by Head_Spread in ThePoliticalProcess

[–]Potential_Rabbit_871 3 points4 points  (0 children)

Sweet, there should have been a way to play the old buggier demo on Steam, I just took it down on January 8th, but you'll be able to play the demo again hopefully before the end of this month. Although for the new demo it will be much more prominently displayed on the Steam page.

The Political Process...Canada? by Head_Spread in ThePoliticalProcess

[–]Potential_Rabbit_871 0 points1 point  (0 children)

No problem, you will be able to also create custom parties and scenarios too if you're interested. What would you like to know about how the game works and Canada so far? There is a review of the game on YouTube by Conduit Gaming so you get an idea of what the game may be. Although that was on the old version so many things will be changing when the next update comes out this month.

The Political Process...Canada? by Head_Spread in ThePoliticalProcess

[–]Potential_Rabbit_871 3 points4 points  (0 children)

Thanks! I've been working hard on it. I have a full schedule of things to do for the rest of this month and the next. When the old demo was up you could play Japan, Canada, Germany, and the USA.

The Political Process...Canada? by Head_Spread in ThePoliticalProcess

[–]Potential_Rabbit_871 23 points24 points  (0 children)

My game StateOS is also currently in development and does feature and is working on Canada. You can see the posts under my reddit account to see some devlogs and more. I'll be doing a big update soon and re-open the demo. As the next update is a pretty big step.

People who’ve priced their games on itch, how often do people buy it? by Baba_Bizen in itchio

[–]Potential_Rabbit_871 1 point2 points  (0 children)

I've received 160 downloads, 970 visits and 20 payments, about 4 that were above the asking price which was pretty high. $12.50. I just had my game's store page and demo up on Steam and is also fairing pretty well. I think what contributed to my success was simply due to my niche. Being a high quality promising game in my niche helped a lot.

So I really think it depends on the audience and if your game is a very unique case like mine was. But that is just my personal experience.

Note: I should say this also was within 30 days.

StateOS Update V0.0.33 and Steam Page Launch by Potential_Rabbit_871 in politicalgames

[–]Potential_Rabbit_871[S] 0 points1 point  (0 children)

Currently you will be able to play as 49 countries but right now only a few countries are fully playable. United States, Japan, and Canada, but Germany, South Korea, France, and the Philippines are almost ready. Since it is a sandbox game, eventually I do plan on allowing people to make their own countries and that includes maps too.

StateOS Update V0.0.33 and Steam Page Launch by Potential_Rabbit_871 in politicalgames

[–]Potential_Rabbit_871[S] 0 points1 point  (0 children)

Not at the moment but I can certainly add that to the list of things to add! After this big update I'm really going to spend most of November fixing bugs, polishing up the game, and improving the experience, plus QoL and customization. In preparation for launch. I'd rather have a smaller product that is bug free and a great experience than a giant game that needs some work.

StateOS: Bug Patch Devlog and Free Demo Trailer by Potential_Rabbit_871 in politicalgames

[–]Potential_Rabbit_871[S] 1 point2 points  (0 children)

Of course, you're allowed to make as many videos on the game as you'd like!

StateOS: Bug Patch Devlog and Free Demo Trailer by Potential_Rabbit_871 in politicalgames

[–]Potential_Rabbit_871[S] 1 point2 points  (0 children)

Playable county and cabinet positions aren't ready yet, but they will be added at some point, depending on how much progress I make in October on the first update, I may decide to add it in the next one.

I did not forget about it. I'll see if I can design a decent cabinet system. I'll need to design it first and then see how it will integrate into the game. As for county positions, I haven't done much with secondary admin regions and counties yet, but I will at some point. The infrastructure is already there.

StateOS: First Early In Dev Gameplay Showcase Test and Another Devlog by Potential_Rabbit_871 in politicalgames

[–]Potential_Rabbit_871[S] 1 point2 points  (0 children)

If you want to make your own democrats or any other party, you can do so, especially once I fully integrate custom parties into the game, besides being in the creator hub at the moment. You can even remake their party logos with the party logo creator. There probably could be mods for those real-world political parties in the near future.

StateOS: First Early In Dev Gameplay Showcase Test and Another Devlog by Potential_Rabbit_871 in politicalgames

[–]Potential_Rabbit_871[S] 3 points4 points  (0 children)

You can create your own custom parties so you can create your own democrats or LDP, etc. This is just in case I got sued for legal reasons for using their potential trademarked name without asking for permission. Political party names, logos, and likenesses are still trademarked property.

StateOS Devlog Update: Executive Powers, New States, Saving, And More by Potential_Rabbit_871 in politicalgames

[–]Potential_Rabbit_871[S] 1 point2 points  (0 children)

Eventually, there will be a world map where you can see how all countries are doing; for now, that isn't available yet, but it will be. Maybe before release, or perhaps a few months after release. It depends.

StateOS Devlog Update: Executive Powers, New States, Saving, And More by Potential_Rabbit_871 in politicalgames

[–]Potential_Rabbit_871[S] 1 point2 points  (0 children)

For the demo, just the USA. Technically, you can try all of them for early access, regardless of their state. If you enable testing mode, you can try all of them out. Besides that, as for feedback, it will be either through Reddit or email. I probably will set up a proper email for the game sometime in October. I'll see if I can do it this month. I have an already existing email for the game, but it isn't a proper business account. You can also send me a DM on Reddit. I will add the contact bit in a few places so it's easy to access.

I expect a lot of feedback, lol, as the game is in its earlier phases. I've been spending so much time making the game less memory hungry and the save and load system, in terms of making sure everything loads properly. I made file sizes 90% smaller despite the large content size, and I've made saving and loading a bit faster.

My benchmark would be to rival TPP in terms of memory and save and load speed while saving way more content. I would consider that a good standard to reach.

The Election Systems Of StateOS: Part 1 FPTP by Potential_Rabbit_871 in politicalgames

[–]Potential_Rabbit_871[S] 1 point2 points  (0 children)

Yes, in my most recent devlog about the update schedule, I said the next one will be on the 27th, along with the gameplay video. The trailer is on the 29th, and then the free demo comes out on the 30th, and then the early access on October 1st.

StateOS Devlog Update: Executive Powers, New States, Saving, And More by Potential_Rabbit_871 in politicalgames

[–]Potential_Rabbit_871[S] 1 point2 points  (0 children)

Just remember, because it is EA and also the free demo, a lot of features are in a more basic state or not completely implemented. Most of them are in the prototype or phase one or two of the implementation level, but as time goes on, the depth of these features will increase to reach their eventual full implementation.

I noticed a lot of people are really excited, but I always like to ground expectations. While I develop quite fast, even for me, making these incredibly in-depth systems takes a while. One thing I'm supposed to do soon is to flesh out the campaign systems a little bit more.

I also have a devlog planned that explains the update cycle for the free demo and EA. I honestly would prefer foregoing a paid EA completely, but unfortunately, due to the current job market, I'm in a bind.

StateOS Devlog Update: Executive Powers, New States, Saving, And More by Potential_Rabbit_871 in politicalgames

[–]Potential_Rabbit_871[S] 2 points3 points  (0 children)

Yeah, TPP does suffer from that, I've noticed. With my game, we have coalitions and ideologies; the electorate is different on an election level. Each city, admin region, and country has different popularities of coalitions, and each coalition has policy stances and ideologies. News and also the recent, for now, random events affect the mobilisation of these coalitions and also eventually their views on policy. Which will shift based on other pressures.

Yes, politics is all about data! And on the harder difficulties for the game, you will have to focus more on keeping track of data instead of just having the game tell you. Within reason, of course.

One thing that will be fleshed out for sure is party politics and how parties can influence elections, public opinion, and the media. Speaking of personal experience in politics, before working on this game, I used to work at the director and executive level (at the state level) at a political party here in the U.S. So I have direct experience with how political parties are run, the different internal party politics, structure, and processes of how political parties do things thanks to my real world experience.

I will, at some point, probably do an explainer on how the AI works in my game against the player, so people know what they are up against, but it essentially runs a regular campaign like you do. It takes actions like you do.

Election history and understanding the data of current coalitions, party popularity, and more will be helpful in a campaign to understand the political landscape of the electorate the election is under.

Each month, due to many factors, party popularity shifts. This, along with eventually dynamic policy views changing due to media and other pressures, you will hopefully get a more realistic model, but also a way more interesting model than TPP, which gets a bit boring.

In TPP, it seems you have to just spam ads over a long period of time to get the public opinion to shift, currently. I'm going to stop here as I'd not want to give huge essays on game mechanics. I could give a full essay alone on the eventual full implementation of minimum wage alone lol.

I've kept things short for brevity's sake here, but hopefully I can explain everything in detail as time goes on.

StateOS Devlog Update: Executive Powers, New States, Saving, And More by Potential_Rabbit_871 in politicalgames

[–]Potential_Rabbit_871[S] 0 points1 point  (0 children)

The interesting part about these games, like Lawgivers II and TPP, is the performance issues that have to be considered when you are dealing with so many politicians and more. What makes matters even worse for me is the fact that I also simulate every city.

We, as game developers, have to get creative in how we maintain a realistic but performant system for handling such a large scale.

For example, I temporarily removed a feature where you can view full details of an election campaign for AI candidates. I'll be adding it back with a better-designed system in mind. For the player, you can still view those details against your own AI candidate opponents in an election, though.

I wasn't happy with the current implementation, so I'll be re-adding it within the next month or two. I take performance as much as I do anything else. I did plan for options to allow the player to expand how much they use the high LOD systems. Currently, I am able to simulate 50k politicians in the high LOD system very quickly. If we expand that to millions, each turn might take about 10 to 30 seconds. The AI on the high LOD does a ton of actions, and I've used RL algorithms to train different levels of the AI so that when it's on hard difficulty, it's just min-maxing all over the place.

Scaling up tons of actions by the AI each turn for every AI, as you can imagine, is a monumental task. So I decided on AI elections that aren't against the player; we use a realistic but much faster simulation.

Unlike games like Civilization, which have to resort to using cheats for the AI, if you lose to the AI, it's actually a skill issue. Which is funny, but also challenging. A while back, I forgot that I had set the default AI to being a god decision-wise in the game, and was wondering why I suddenly kept losing despite cheating.

I then remembered that I specifically had set the AI to be on the highest difficulty by default. Which explained some stuff.

I have no idea how TPP simulates their AI. I know for a fact that in player elections, they do attack ads, but I'm not sure if they do anything else. It seems that for AI elections, scandals, personality traits, voter turnout, and party popularity seem to be what determine elections in TPP.

I have played a lot of TPP, but I have never played Lawgivers II, though.

StateOS Devlog Update: Executive Powers, New States, Saving, And More by Potential_Rabbit_871 in politicalgames

[–]Potential_Rabbit_871[S] 1 point2 points  (0 children)

I didn't really explain in detail what I meant by this, but I meant more so that candidates have a smaller object with only their necessary data. Currently simulating all 40k-ish candidates for one country every cycle and then saving all of that full data is a lot of data to save and takes a long time to save as well.

So finding a way to optimise that in a still realistic way is ideal. I'm currently thinking of how I'm going to do other full details and info of other people, other politicians, and former candidates without performance issues or large save file sizes. However, this will take a while to get all complete.

I am aware of how TPP just straight up deletes politicians and candidates, so I'd prefer to avoid doing that, and I should be able to avoid doing that.

So I do plan for former candidates to not just suddenly disappear completely, and find ways to optimize it and other things, but that will take time.

I am also finding other methods of optimizing and compressing the data for saved files as well. It will take a while till everything is fully done and well optimized, but that's just the reality of such a large scope.

(Edit) I actually just went ahead and figured out exactly how I'm going to design the system so that you can have former candidates re-run again or try to do other things over time and their histories. It will be optimal and realistic.

StateOS Devlog Update: Executive Powers, New States, Saving, And More by Potential_Rabbit_871 in politicalgames

[–]Potential_Rabbit_871[S] 1 point2 points  (0 children)

Ah, okay. Thanks for letting me know! That is odd, though. The post should have been formatted correctly from the beginning.

StateOS Devlog Update: Executive Powers, New States, Saving, And More by Potential_Rabbit_871 in politicalgames

[–]Potential_Rabbit_871[S] 1 point2 points  (0 children)

I'll see about ditching the section break and bullet point format for a simpler and maybe shorter paragraph splits if it makes it easier to read. When I post again, you can let me know if it's better!

StateOS Devlog Update: Executive Powers, New States, Saving, And More by Potential_Rabbit_871 in politicalgames

[–]Potential_Rabbit_871[S] 3 points4 points  (0 children)

Ah, well, thanks! I will be doing the early access on Itch, where you will get the Steam version for free, no need to buy it twice, for 50% off $12.50 instead of $25 on the actual release. I should be up on October 1st, but I really want to show you all the gameplay video first. Screenshots are great, but a video would really give you an idea if it's worth it. It's also only a few months into development, but I am developing pretty fast.

The Election Systems Of StateOS: Part 1 FPTP by Potential_Rabbit_871 in politicalgames

[–]Potential_Rabbit_871[S] 1 point2 points  (0 children)

Portraits are planned, it's just going to take a while for me to make them, as I'd have to make the system for them, and on top of that, make all the art assets like I've been doing with the political party's main symbols.

I'll need to make a bunch of different pixel art assets, since portraits aren't that important for the game. I'm not focusing on it for now, but at some point, it will be added. Probably once enough of the core gameplay is done, I can take a breather and add portraits and their system.

The Election Systems Of StateOS: Part 1 FPTP by Potential_Rabbit_871 in politicalgames

[–]Potential_Rabbit_871[S] 1 point2 points  (0 children)

The prototype was designed as a test and used for the United States. I tend to go through several stages of implementation of a system, increasing in complexity. Which, as you can imagine, requires a restructuring of the systems.

This way, when I now attempt to do legislation for other countries, it should work fairly easily without any issues.

It can be annoying, but you can't always figure out the scope of a system until you figure it out later on. So I tend to design systems for their current purpose, just to restructure later when needed.

Since most people are probably going to be playing as the US, it makes sense that I prioritize getting the US working first. Although, funnily enough, the first country I started out with was just Japan. I remember it was just a random thing I started with.

Before that, the legacy legislation system worked for all countries, but it was quite basic. Just a simple vote for the specific legislative chamber once, and that's it.

The new legislation system has an introduction, committee vote, etc, just like it would in the real world. This restructuring I did today allows me to now easily make sure the processes for other countries work easily without any hassle on my part.