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GGO16 - Day 20

Yesterday money began flowing into mega corporation accounts from the new advanced economics in the city blocks they controlled. Today I balanced it out by putting in place some mechanisms to take money away again.

Outcomes

I started off by fixing the issues left over from yesterday:

  • Tweaked city generation to produce a mix of quality for the city blocks with better ones closer to the centre of the city.
  • Tweaked income from Poor city blocks to be a bit higher (and richer blocks are proportionally increased).

Then I had a choice between working on the happiness system or working on some initial ways to take money out of the system again. Since I’m a bit uncertain how to proceed with the happiness system the expenses work won.

So I added a couple of ways that money gets spent:

  • Squads cost maintenance - the initial implementation is basic, but can get much more complicated in time:
    • $ 500 per squad member.
    • Increased by 25% per block of distance away from the player’s HQ (those Cyborg bodies are hard to maintain).
    • In future this cost will be based on the modifications installed in the agents.
  • CHIP mission costs a $ 1000 to initiate:
    • The mission increases chip adoption by (1.0f - chipAdoption) * 0.1f - so returns are somewhat diminishing - especially in poor areas.

Here’s what the updated UI looks like:

Costs and CHIP missions!

After thinking about the happiness system a bit today I’m convinced that I can’t really tackle it without first implementing a combat system (THE combat system is definitely not going to fit into this jam, so a simplified version will have to do for now).

This might be too much, but here’s some basics:

  • Agent:
    • Health, Armour & cybernetic mods to improve them.
    • Inventory with some basic weapons and med kits.
    • Death.
  • Squad:
    • Search & destroy mission.
    • Destruction.
    • Recruitment.
  • Weapons:
    • Pistol
    • Shotgun
    • SMG
    • Assault Rifle
  • Battles:
    • Some round based resolution system with sufficient output to see what happened (even if it’s just a text log for now).
    • Civilian casualties (that will cause a reduction in happiness).
  • Local forces:
    • Police: May get involved in battles between corporations.
    • Gangs: May oppose CHIP missions in their area or ambush squads entering their territory.

That is quite likely more than I can accomplish in what’s left of the jam given that I’m in Pretoria playing board games next weekend, so I’ll cut it down as much as possible.

Author

Matt Van Der Westhuizen

Back-end service developer at Ubisoft Blue Byte by day - wannabe game designer & developer by night.