Browser game "Cyberset" - socio-economic strategy

    Two months ago, I described the idea of ​​this game (see Economic Simulation as a Game for Programmers ), after which quite a few enthusiasts responded. For various reasons, more or less permanent participants left 2-3. The first time went with us somehow slowly, but when I went on vacation I found more time for this. And then meet the first prototype. In fact, you can already play fully, but possible bugs and some inconvenience, but I hope not critical. When the game improves, the state of all players will be saved.

    And then I even planned the second stage of the development of the game. But about everything in order ...

    but you can not read it all, and just play :) - Browser Game "cyber"



    What is implemented?



    Here I will describe the scenario that has already been implemented.

    The game character (hereinafter referred to as the agent) at the beginning of the game is placed in a random region. Initially, an agent has 5 characteristics: (1) Energy - an initial value of 100%; (2) Health - an initial value of 100%; (3) Vigor - the initial value of 100%; (4) Physical strength - initial value 1; (5) Intelligence - initial value 1.

    The basis of the gameplay is improving the complexity of the world and increasing the characteristics of the agent’s physical strength and intelligence. In this case, the agent’s health should not become 0%, which symbolizes the death of the player. Initially, in the region where the agent is located, there are only plants, animals and fossils. Their prevalence is determined at the time of the first use by the agent randomly. The agent can carry out actions on plants, animals, fossils and objects in order to obtain other objects in accordance with the ontological graph. Items can accumulate and they are characterized by quality. A special group of items is food. The agent can use food for food, thereby increasing its energy. Energy is spent on all actions. After each action, except for bedtime, the agent automatically searches for what can be eaten and eats in stocks; if there is no food in stocks, it remains hungry. The agent also needs to sleep. After each action, 25% of vigor is lost. And during sleep, vigor is not lost, but is restored by 75% (but not more than 100%). At 0% vigor, health begins to be lost, and actions do not lead to an increase in strength and intelligence. Hazardous actions can lead to loss of health. Health can be restored through treatment, while spending energy. Actions to sleep and be treated must be included in the action planner. The agent’s intelligence level determines how many changes a player can enter into the ontology graph. In addition, the implementation of actions gradually increases the levels of physical strength and intelligence. After which, when implementing actions, better objects are obtained and the quantity increases,

    Time in the game is conditionally incremental. In one real hour, 6 hours pass in the game. The player has a scheduler in which he appoints an agent’s action plan for a day. Time is discrete and the minimum time in the plan is 6 game hours (which is equal to 1 real hour). Planning can be carried out for 30 gaming days, which corresponds to approximately 5 real days. The player’s actions are carried out in accordance with this plan, in which 120 cells of sequential actions. 1 game day = 4 real hours 6 game days = 1 day 30 game days = 5 real days = 120 actions.

    The game has a barter market in which players can enter into transactions for the exchange of some items for others.

    Improving the complexity of the world means refining and expanding the ontology graph. This is done by issuing licenses for one way or another way of manufacturing a product. Therefore, in this game, the complexity of the world is controlled by the players, and accordingly, the greater the complexity of the world - the more opportunities and challenges in this world - but everything is in your hands.

    The scenario "Unite under the banners of cities"



    There is one scenario that you can tackle to improve the game. I ask you to evaluate how much it will contribute to improvement, or vice versa will spoil what is already there.

    We give the opportunity to "rob the corovans."

    After 5 real days from the date of registration and in the presence of player activity (the last action was performed no later than 15 game days ago), he can be robbed. This will happen so the statistics page of active players registered for more than 5 days will be added. There will also be an opportunity to say that I want to attack this or that. A new sword product will be introduced (and other weapons can be invented on an equal footing with others). In the struggle between the players will be taken into account physical. strength and presence of a better sword. To avoid an attack, the player will first be asked to give up 50% of his reserves, otherwise, if he loses, the winner will take all the reserves. A new type of product will be introduced - real estate, if available, it will be taken into account as an option. protection, the ability to save from 10 to 20% of reserves, but will be destroyed when you lose. Of course, health will suffer, energy and vigor will be expended (depending on the difference in strength).

    Along with this, it will be possible to move to another city, for this you need to leave all your reserves. But players located in the same city will be able to create a fortress and organize the defense of the city. Then, when attacking a player under the protection of the city, the attacker will have to deal with all the players as “warriors” (you cannot attack with a group). In the city, the players themselves will decide what role they play a warrior or a simple resident, or a foreigner. Warriors participate in the defense, but warriors also establish a fee for the protection of ordinary residents, which they must pay (in goods). Without paying a fee, the role of a resident is automatically a foreigner who is not protected by warriors. The fee is distributed between the soldiers depending on their physical. strength.

    Summary



    I ask all the comments, criticism and noticed bugs to write or chat here or in our bugtracker on githabe . Programmers are also invited to participate in the development. I also ask for a discount on the fact that now there are no active participants, and therefore the barter market and the use of licenses are not developed.

    Only registered users can participate in the survey. Please come in.

    Attitude to the game

    • 50.7% Without even trying to play somehow “sourly” 72
    • 13.3% Tried to play - did not like it 19
    • 3.5% Tried to play - liked 5
    • 32.3% Everything is very raw 46

    About the scenario “Unite under the banners of cities”

    • 41.5% Slightly improve the game 27
    • 20% Will significantly improve the game 13
    • 38.4% Deteriorate the game 25

    Also popular now: