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:
Customer generation based on fun (first run)
Customer generation based on fun (seond run)
Customer generation based on fun (third run)
Customer generation based on fun (mixed)
Customer generation based on mood (first run)
Customer generation based on mood (second run)
Customer generation based on mood (third run)
Customer generation based on mood (mixed)