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Game Prototype

All of our hard work has been paid off! After working like hell for months, the working prototype is now available at http://whimsicalland.com/

The game can be play in browser as universal web app, or the player may choose to download the game application from the website which supports 3 platform: Windows, Linux, and Mac. Here are some of the sneak peaks:

Artificial Intelligent – New Customer Generator

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Customer generator is one of the most crucial mechanism in this game. Over the days I have been changing and testing the algorithm to generate customers. After countless tests and changes, I have settled down with a new algorithm which is the improved version of the old customer generator.

The current generator still using the same formula to generate customer, but it will takes the previous customer quantity (number of customers visited ‘yesterday’) into consideration. By doing so, the new results will be balanced by the previous number of visitors, so the theme park will not lost all customers complete or suddenly gain a lot more of customers overnight.

Another new thing I have implemented is the weightage. Take a look at the formula below:

Previous Customers * x + New Customer * y / (x + y)

Variable x and y is the weightage used to indicated how much previous customers and new customers can affect the results. Variable x is the weight of previous customer; variable y is the weight of new customer. Weightage x and y is changed based on the mood and fun when the player plays the game. The higher the value of mood and fun is, the heavier the weight of y is, and x is lighter. This will makes the game harder to play as the players proceed with the gameplay, because in the late game when player has high fun and mood, the new wave of visitors will be reduced in number and to maintain the customers player have to make sure the fun and mood are high.

To test how well the new generator can produce the customer, numerous tests have been conducted to see how fun and mood can affect the results. Below is the graphs from the tests:

Supervisor Checkpoint (Final Week: 2014)

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Meeting Minute

Date : 1st July 2014

Time : 5.30 – 7 pm

Location : Level 3, INTI International College Penang

Participants : Jezzri Carr, Teh Mei Hsien, Wang Wei Jye, Ms Lim Chai Kim (Supervisor)

Discussion Topic : Project update

Discussion Content :

  1. Demonstrate  the multi-player features.
  2. Demonstrate the animation art into the game.
  3. Demonstrate the demolish building feature.
  4. Power and water consumption implemented successfully.
  5. Fun and mood algorithm implemented successfully.
  6. Exabyte server configuration set up successfully and the Photon application for the game is running as server application successfully.
  7. Showcase original graphic produced for the game including animation sprites.
  8. Discussion on the server domain name to point to the website.
  9. Discussion on the availability of a connection that does not filter out Exabyte server.
  10. Discussion on the artificial intelligence of the generate customer and income algorithm. Key points are as follows:
  • Discussion on how the mood and fun is effect the result for each game day.
  • Weight-age of the previous and current customer to balance the number of customer.
  • 5 factors which are customer quantity, ticket price, food price, goods price, maintenance.

Outcomes :

 

Artificial Intelligence – Customer Generator

Been working on the customer generator for some time now. After countless of discussion and testing, we have decided to settle down on this formula to generate the customer:

Customer Quantity = Base Quantity + (mood * fun)

And I managed to obtain the results we desired based on the that algorithm. Here are the 4 graphs generated from the data we obtain throughout the testing:

Supervisor Checkpoint (Week 13: 2014)

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Meeting Minute

Date : 3rd June 2014

Time : 5.30 – 7 pm

Location :Google+ Hangout

Participants : Jezzri Carr, Teh Mei Hsien, Wang Wei Jye, Ms Lim Chai Kim (Supervisor)

Discussion Topic : Project update

Discussion Content :

  1. When Wei Jye completed the class-based code, he passed it to Jezz through SourceTree client. They merged the code into one branch. The old standalone branches now will remain and act as backup.
  2. Jezzri explained the gameplay for the money, build stuff in grid and stuffs.
  3. Jezzri shows and explains the basic UI.
  4. Total money = ticket price * current visitors. Later will take food income, shop income power bill, water bill, attractions bill, restaurant bill, shops bill into the formula and calculate the total money.
  5. Fun serve as the maximum point to generate the customer (capacity).
  6. Mood is main criteria which will generate the actually visitors number.
  7. Fun can be increased by building and upgrading attractions.
  8. Mood can be increased by building shops and care centre.
  9. Power and Water are the utility type that will control the expansion of the themepark as well as the maintenance fees.
  10. Jezzri explained the database structure for the save_buildings table.

Outcomes :