Generating Worlds Using Trade Routes

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Published on ● Video Link: https://www.youtube.com/watch?v=d6MuJafwRE0



Duration: 10:28
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Accompanying post: http://projectperko.blogspot.com/2010/09/video-and-details.html

This is just a video to show you what I mean in these blog posts:

http://projectperko.blogspot.com/2010/09/economies-and-world-building.html
http://projectperko.blogspot.com/2010/09/spatial-play.html

If you haven't read the posts, this probably won't make much sense.

The code for the two demos shown is in XNA (C# for the XBOX 360). Mostly, I just made this video because people seemed suspicious that the programs actually didn't exist.

Anyway, it was easier to post a video than to try to get a prototype/toy into a state that can be used by random downloaders. I hope the video plays okay. It's pretty "talky".

(BTW, they don't conquer Joe Crossing because it would destroy or radically diminish the city, reducing the amount of trade. Also, the city would be filled with unrest after being conquered, making it even less useful. Obviously, if there are no penalties for conquest, conquest is a dominant strategy. But the penalties mentioned seem fairly realistic.)




Other Videos By Craig Perko


2011-05-07Enemy Types and Deep Play
2011-05-05Gameplay Innovations and God Hand
2011-05-03Beat-em-up
2011-04-26Action Game Genres
2011-04-17Roguelike Toy 3
2011-04-16Roguelike demo 2
2011-04-15Roguelike Demo
2011-04-06Robocanvas
2011-04-01Minecraft Test (Clock Differences)
2010-10-18Weather Intro
2010-09-26Generating Worlds Using Trade Routes



Tags:
world building
trade routes
demo
prototype