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