Supply and demand pattern

Posted by
April 21st, 2012 5:58 am

So I figured out a consumption model for the world, which is about a third of what needs to be sorted before implementation.

Consider the world, all of existance, a zero-sum game. When something is consumed, something else is produced. Not everyone would agree that the product is always desirable, but it’s there, none the less. Using this assumption, consider all entities in the world a combined consumer and producer. A farmer produces wheat and consumes foodstuffs (for example wheat). When he consumes food, he regains energy which is depleted when producing more wheat.

 

 

 

 

 

 

 

 

 

This results in a cycle slightly more complex than the one depicted above, but it conveys the thought. Wheat produces something that has, among other things, a nutritional value (it also has health benefits and can make you fat). The farmer will consume and the changes brought on by the nutrition will be applied to the farmer.

Beyond this I need to figure out a simplified “belief” model so you as a player have an active stake in the game. I’m thinking something in the lines of “do nothing or be monotonous and lose faith”. It’s very simple, yes, but hopefully the overall management will be so abundant that striking the balance will be difficult.

Finally, I need to implement AI in the form of intelligent agents, self-managing entities within the game world. People need goals they want to achieve, split up into smaller tasks that will achieve that goal (for example, having children means getting a spouse and having the energy to handle them). I want to put in a bit of learning behaviour, so they can appreciate a sudden appearance of wheat from above.

Now, enjoy a screenshot that is almost like the original one, only this time all people are rendered properly (an out-of-bounds error was not being cast in the previous build). Notice their three-layer appearance. The top colour shows their race, the torso their job and the leggings their sex (male/female). I hope to make sufficiently clear colours to make it clear what kind of people you’re dealing with.


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