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10

This basically boils down to basic economic theory, more specifically the concept of market transparency. When someone wants to buy or sell a fungible good (like most items in a common MMO game), they will look for the best available offer on the market and take it. In order to find this offer, they need to obtain full market transparency by looking at all ...


8

Nickson104 already wrote a pretty nice summary in his comment. I've been playing the game since early beta and I prefer the small AHs, so this might be a bit subjective, but overall the most important points have been mentioned already: A global AH makes it far easier for players to find the item they want at the cheapest price (which they usually want as ...


4

Keeping in mind that in a perfect market, one has to know everything about the market (this includes of course price and quantities available): With a local market: More chances to get ripped off (because you don't know all the prices) More possibilities to rip others off (because they don't know all the prices) More chances for a local monopoly (because ...


2

Your rendering and deterministic simulation don't have to run at the same frequency If you fall behind, you can run the simulation multiple times between renders. If you get ahead, you do multiple renders between simulations and use interpolation of the values in your renderer. If you fall too far behind you can see that you might fall into a death spiral ...


2

The default sprite size in Unity is 100 pixels per unit. This means that if you have a sprite that is 100 pixels wide, it would occupy "1" Unity unit. If you moved this sprite to the left by 1 unit, it would shift 100 pixels to the left. You can change this value by selecting your sprite, and changing its "Pixels per Unit" property. I typically set my ...


2

Yes they are. For example wireworld has 4 states. The on/off was created in a quest for the simplest Turing complete model of an automaton but there is no reason for you to also be limited to 2 states. (Neither is there a reason for the kernel (transition function inputs) to be limited to just the direct neighbours.)


1

iYou need maximum flexibility for your self. Meaning you need config values for each damage dealer and damage receiver. Two types of damage cover for most of your situations. A flat amount (say 10) and a % amount say (20%). Obviously you need hit points for the damage. This is for you however. Maybe you want damage overtime too. Relaying this the players ...


1

Trabant is a rapid prototyping tool for nailing the game mechanics only. Those are really the core of your game. If you have good controls, mechanics and timing, the look and feel will follow. Disclaimer: I'm the author of Trabant.


1

In your Map class, you are instanciating a Peter object on creation on line 25: Peter peter = new Peter(); In your Peter class, you are instanciating a Map object on creation on line 12: Map map = new Map(); So, when you create on of the two objects, it will start creating an infinite amount of maps and Peters (probably not what you want). This is a ...


1

Broadly speaking there are three approaches to rewinding game state (with various flavours in between): reversing/undoing actions, replaying actions from an earlier, fixed state, or storing all states and just picking the right one on demand. The first is more flexible but in the worst case you need to double your work, creating reverse versions of all your ...



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