ZE Planet Development Status Report - dz-21526

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zaroba
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ZE Planet Development Status Report - dz-21526

Post by zaroba »

Memo: Status Report
Project: dz-21526

Planet Name: [Classified]
Planet Location: [Classified]
Initial Terraforming: Completed
Initial Landscaping: Completed
Infrastructure: On Time
Vehicle Development: Completed
City Development: On Time
Employment Functions: On Time
Final Terraforming: Not yet scheduled
Final Landscaping: Not yet scheduled

Total Project Completion Estimate: [Classified]

Memo to all ZE Staff that planet project code name dz-21526 is progressing smoothly and on time. current project progress puts it at a target completion date a bit sooner then expected, which is always a positive outcome as long as quality is kept up to proper standards. So far we are 100% accident free despite the many close calls with defective equipment. The engineering department has finished making all the necessary modifications to the equipment so it can now work flawlessly in the planets higher gravity level.

Management would like to thank all the hard working staff for the excellent effort put into the project up to this point and would like to ask that all staff to continue doing there best.

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Post by ElderGod »

Looks Amazing o.o
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Post by zaroba »

after a bit of a stall due to economic turmoil, the ZE Planetary Development department has commenced work on planet dz-21526. a decision has also been made to announce many more details about the planet.

Planet Name: Delivery Zone (might change)
Goal: deliver goods from city to city to make money and upgrade your vehicles
Players required: 1. no need for teamwork.

other random details:
- Their are 21 cities on the map
- players will be able to choose what city they want to deliver to and the product they deliver
- there are 75 different cargo types
- there are 20 different vehicles that can be used for delivering the stuff (2 are unknown still though)
- what you can deliver depends on what vehicle you have when choosing a delivery to make
- as in real life, different vehicles are required to carry different things. the amounts and what exactly can be carried depends on several factors: item weight, size, and value.
-almost the whole economy is script and OSD based

21 cities each able to deliver to the other 20 cities yields 420 routes, 75 cargo types on each of these routes equals 31,500 delivery routes possible. unless plans change anyway
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Post by zaroba »

after careful consideration (and me not wanting to have a 100mb script) the zoning department has decided to reduce the total number of cities to 9. The cities will be larger though, as the general plan is for at least half the map to be covered in city, preferably more then half.

the construction department is on schedule with no on the job injuries reported yet and they have provided a status update picture of the main city.

Image
the forman has reported that the city is not yet 25% completed
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Post by zaroba »

a big city...
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a new city has sprung up down the highway!
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not very safe to drive the streets yet.
the streetlights and traffic lights were defective so instillation is getting delayed a bit
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Post by zaroba »

Login Script - Completed
Basic Mission Start Script - Completed
Basic Mission End Script - Completed
Vehicle Change script - Completed
-&vehicle is now used to change vehicles, regular methods will be disabled

Vehicle Replacement script - Completed
-makes sure a player didn't change vehicles while taking a mission to cheat
-when logging in, puts a player back in the vehicle they logged off in

Record Checking Script - Completed
-checks player stats against server stats at mission completion to see if they hold a new record

Death script + newbie protection - Completed
Options Script - partially completed, currently useless
Level up Script - not yet started, also useless currently

Current number of basic missions - 756
Last edited by zaroba on Mon May 30, 2011 10:05 am, edited 2 times in total.
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Post by zaroba »

bit of a delay yesterday due to memorial day related stuff

but anyway,
Car showroom script is almost done
-vehicle renting, buying, repairing, test driving, and damage viewing.
-can't change vehicle or take missions when test driving
-can't change vehicle while renting
-rental cost is taken from mission profits
-rental cost and repair cost will be adjustable by an admin script
-the only physical item needed on the world now is fuel
-cannot rent or test drive a vehicle while on a mission
-can buy vehicles while on a mission, but can't change into them

vehicle selection script redone and OSD'd

vehicles now age as you use them for missions and after hitting a certain amount (also settable via an admin script) they will be more likely to fail, so players must keep them repaired, just like buildings on other worlds.

death script redone to incorporate the above stuff, if your vehicle blows up, you lose it.

level up script may be made today, ideally it will include
-cheaper vehicles with higher levels
-cheaper rental costs with higher levels
-cheaper repair costs with higher levels
-higher mission profits with higher levels
-the above effects adjustable via admin script
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Post by zaroba »

-individual towns can be completely closed to script usage. this is mainly put in so that if i need to change a town, it can be closed so players wont get a delivery they can't complete.
-vehicle cost is now settable via admin script, although this wont be used until OSDs can display vars
-vehicles can now be repaired via the showroom, cost settable via admin script.
-bus system is now in place. cost and usage settable via admin script, buses wont take you to towns that are closed
-vehicle rental fees now in place
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Post by zaroba »

This world idea is kinda being revived. It is being re-designed and re-made.
I am basing it a bit around railroad simulation games as well.

Same basic principal of the original world still applies, trade between buildings to build your money so you can upgrade your ability to trade goods, but it will be more in depth then originally planned and will hopefully have a working and dynamic economy. There will still be many cities on the world and lots of buildings to trade between, but these buildings will level up as the economy progresses and as a result will produce more goods per hour.


Leveling.
All buildings will start out at level 1. City level will be based on an the levels of all the buildings in the city and the cities level will have some type of effect on your HQ building. In order to level up your HQ, you will have to make deliveries between various buildings. As you make these deliveries, the buildings will also level up, allowing them to produce more items per game day and granting them a higher item capacity.

Your Corporate Headquarters.
When starting you will have to first build your Headquarters in the city of your choosing. The Headquarters will be one of very few player ownable buildings on the map. It will be where you go to upgrade your abilities, buying licenses to carry different types of goods and buying capacity for these goods as well. The level of your Headquarters will effect what upgrades you can buy.

Buildings.
Many buildings will be scattered around the world and different cities will be geared towards different industry types. So far there are over 100 items to deliver and (hopefully) each item will only be available in one town on the map, but may be demanded by numerous buildings in numerous other towns, especially when it comes time for a building to level up. These buildings are basically NPC companies that are hiring you to make a delivery, so all the items will be free to obtain yielding guaranteed profit. You can also buy goods directly from buildings and build a warehouse (or two or three) to store them in until you decide to use them or sell them elsewhere. Buildings will produce stuff every game day regardless of whether or not they are supplied with items, but they will produce drastically faster if they have what they demand.

Dynamic Prices.
I am trying to make a somewhat working economy. So prices will be dynamic. A building will offer more for an item if it is routinely out of that demanded item and the opposite is also true, if an item isn't in high demand then a building wont pay as much for it. All items will have a min and and max price so it will be somewhat controlled. When making deliveries, this dynamic pricing will only effect the buy price at the destination. If doing regular buying and selling, then the dynamic pricing will effect both prices..


Illegal Activities.
Legitimate business isn't the only way to make money. There will also be illegal goods to transfer and illegal activities to take part in or be the victim of. For example, you could decide to accept a delivery, then steal the delivery for yourself or an NPC gang could try and hijack your delivery. Either of these would result in an investigation being done and if you are found guilty then you would get in trouble, you could be fined and your reputation would take a hit resulting in companies not wanting to pay you as much for deliveries until you build up your reputation again. You could also knowingly or unknowingly be used in smuggling something illegal and might end up being questioned by NPC police. This reputation applies to both legal and illegal activities and successful deliveries in that type of activity will build reputation for that activity, however, an unsuccessful delivery might lower both.


Building Investments.
I am pondering about the idea of players having the ability to invest in buildings to gain a bonus. Maybe like whoever has the most money invested will gain a portion of the buildings profits. I don't know though, any type of non-resetting investing would yield infinitely inflating investment requirements. Might go about buying a partnership for x game days that grants the player x cash based on how much business the building does at the end of the time frame.


General Script Limitations.
A lot of vars are being used, and the script does have limitations. But I am trying to make these limitations as high as possible. For game play purposes, it could probably be said there are no limits since it might take *forever* to actually reach the limits. But for the sake of accuracy, I will mention these limits. Please note though that due to the world still being in development, these limits may change. depending on plans and whether or not I can make it work or figure out better ways of recording stats.

building levels, regular var, up to 32k
building item produced capacity, time var, up to 2 billion in stock
building item demanded capacity, no clue yet. Probably be a few regular vars displayed side by side. For example, if 4 vars are used, 32,000,000,000,000,000
Cargo Type levels - up to 32k
QTY of an item carrying - 2 regular vars displayed side by side for a total of up to 320,000,000
Loads Transferred (regular, special, illegal), time var, up to 2bil each
Total items transferred - 2 time vars displayed side by side for a total of up to 2,000,000,000,000,000,000
Total items of (type) moved - 2 regular vars - one 0-32k, other 32k multiplier. var x var for a total of 1,024,000,000
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Post by Haxina »

This sounds cool!
As usual, can't wait to play it. We need more worlds! :P
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