New Online Simulation Game : Capitalopoly

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Agamemnus
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Joined: Mon Feb 20, 2006 4:21 am

New Online Simulation Game : Capitalopoly

Postby Agamemnus » Fri Jan 27, 2012 5:08 pm

Hello!

I would like to present the beta version of my online game, Capitalopoly. In this game, you are an entrepreneur, building factories, then producing, researching, marketing, and selling products. You can specialize in specific parts of the production chain by cooperating and trading with your friends.

Link: www.capitalopoly.com

= General outline of the game =
* There is a large 200x200 world on which any player may purchase, and then build on, tiles. (each tile is progressively more expensive) On a tile, there are a variety of buildings to choose from. (Currently, only the raw materials, factory, and store buildings function.)
* Every two real-time minutes, costs are incurred, production occurs, and revenue is generated from the sale of products.
* You can create production links between buildings to ferry your goods from the raw material stage to the finished product stage at factory and finally to cash at a toy store.
* You can trade with another player by offering them goods in exchange for their cash.


= Status of the game =
At present, I am the only person working on the game. I programmed 100% of the game and made 80% of the art. I'm improving it daily, and I have many ideas for the future. I would like to hire an artist for the game, and potentially more developers, (and maintain the web-host, as well as feed myself) but that requires money!

I have included a paypal button in the game, for which you will receive in-game credits for future use. If you like the premise of this game, please support me by buying game credits.


= Future plans =
My future development plans include:
* A completed manual, in-game tutorial, and youtube video.
* Per-tick profit/loss breakdown via graph and chart.
* Simulated residents who will buy your products, as opposed to the current situation of dumping them in a toy store.
* Your products will have attributes, and you will be able to research better attributes at a research facility -- the better your attributes, the more that people will pay for your products and the more competitive you will be against other players for simulated residents' dollars.
* Road (undetermined purpose), power line (extra production), and water line construction. (extra production).
* Multiple worlds, and your own private worlds.
* Actual building images instead of text boxes and popular brand themes. (not just toys)
* Animated tiles.
* User settings: set a player and corporation motto.
* Purchasable specialists who will enhance your company's efficiency.
* Achievements/badges, player rankings, player "news" events.
* Facebook: full Facebook integration. (at present, you can access the site via http://apps.facebook.com/capitalopoly/, but it won't link to your facebook account)


= Starting Out =
As both the quick-start guide and manual is incomplete, I am going to briefly describe some items that aren't fully covered there.

* Compatibility: this game uses the most advanced Javascript features available today, and because IE9 and (I believe) Opera do not have some critical features, it will not work with Opera or IE9 or earlier. It may work with IE10, however -- I am actively working on this. I have only tested this game in the Chrome and Firefox browsers.

* Performance: this game requires a high-speed connection to load quickly. this game's physical performance is best on Chrome, but the graphics are best viewed in Firefox --the map is not pixellated, as it should be, in Chrome.

* This game is a mix of static web-games and actual full-screen games that you run on your PC. Thus, it makes full use of the mouse button. In the "Build" interface, right-click closes all windows/screens, while double-click opens up map windows. Zooming is accomplished with the middle button (scroll wheel) and movement on the map is done by dragging inside the map.

* Firstly, each building has a maintenance cost value. For production buildings, maintenance only occurs when at least one item is produced, but for toy stores the maintenance is $300 per minute, even if they are not selling anything. This can very quickly add up.

* Some buildings cannot be built on certain tiles. For instance, factories can only be built on relatively flat land, oil rigs can only be built on land, and oil platforms can only be built on water.

* Each factory or raw materials building can only produce certain products. Here is the list:
<name = "surface mine" product set = "coal" >
<name = "surface mine" product set = "copper ore" >
<name = "crop farm" product set = "cotton" >
<name = "oil derrick" product set = "crude oil" >
<name = "oil platform" product set = "crude oil" >
<name = "surface mine" product set = "gems" >
<name = "underground mine" product set = "gold" >
<name = "surface mine" product set = "iron ore" >
<name = "underground mine" product set = "other ore" >
<name = "underground mine" product set = "silver" >
<name = "logging camp" product set = "wood" >

<name = "textile plant" product set = "yarn" >
<name = "textile plant" product set = "fabrics" >
<name = "sawmill" product set = "paper mulch" >
<name = "sawmill" product set = "wooden boards" >
<name = "chemical plant" product set = "plastics" >
<name = "chemical plant" product set = "rubber" >
<name = "metalworks" product set = "other metals" >
<name = "metalworks" product set = "copper" >
<name = "metalworks" product set = "steel" >

<name = "electronics plant" product set = "electric engines" >
<name = "electronics plant" product set = "electronic components" >

<name = "toy factory" product set = "basic portable video game system" >
<name = "toy factory" product set = "battery-powered robot" >
<name = "toy factory" product set = "collectible car (1930s)" >
<name = "toy factory" product set = "doll" >
<name = "toy factory" product set = "doll (with real jewelry)" >
<name = "toy factory" product set = "electronic pet" >
<name = "toy factory" product set = "flying disc" >
<name = "toy factory" product set = "magician's set" >
<name = "toy factory" product set = "metal car" >
<name = "toy factory" product set = "model train" >
<name = "toy factory" product set = "modern wind-up car" >
<name = "toy factory" product set = "playing cards" >
<name = "toy factory" product set = "r/c car" >
<name = "toy factory" product set = "teddy bear" >
<name = "toy factory" product set = "toy soldiers" >
<name = "toy factory" product set = "toy weapons" >
<name = "toy factory" product set = "trading cards (sports)" >
<name = "toy factory" product set = "tricycle" >
<name = "toy factory" product set = "walkie-talkies" >
<name = "toy factory" product set = "wooden train" >

* You only make money by sending finished products to a toy store via a link, as described in the quick-start guide. The price you will receive for a product can be seen if you hover over that product in the building window. I am still tweaking the amount you receive for finished products, but here is the current per-unit price list:

<name = "basic portable video game system" price = 180 >
<name = "battery-powered robot" price = 110 >
<name = "collectible car (1930s)" price = 110 >
<name = "doll" price = 110 >
<name = "doll (with real jewelry)" price = 155 >
<name = "electronic pet" price = 265 >
<name = "flying disc" price = 90 >
<name = "magician's set" price = 110 >
<name = "metal car" price = 80 >
<name = "model train" price = 140 >
<name = "modern wind-up car" price = 110 >
<name = "playing cards" price = 100 >
<name = "r/c car" price = 150 >
<name = "teddy bear" price = 100 >
<name = "toy soldiers" price = 90 >
<name = "toy weapons" price = 90 >
<name = "trading cards (sports)" price = 100 >
<name = "tricycle" price = 110 >
<name = "walkie-talkies" price = 135 >
<name = "wooden train" price = 80 >


The in-game chat system is not yet implemented, but you can log in to the forum (as your playername, not your username) and with your username password to offer and request trade deals.

Thanks!


Screenshots:

Image
Image
Image
Last edited by Agamemnus on Fri Jan 27, 2012 10:29 pm, edited 5 times in total.

tobing
Posts: 950
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Postby tobing » Sat Jan 28, 2012 12:00 pm

Looks interesting... how much is it similar to the old Capitalism game (by Enlight iirc)?

Agamemnus
Posts: 2081
Joined: Mon Feb 20, 2006 4:21 am

Postby Agamemnus » Sat Jan 28, 2012 1:34 pm

It's not as good. :eek:

tobing
Posts: 950
Joined: Mon May 10, 2004 4:00 pm
Location: Bruchsal/Germany
Contact:

Postby tobing » Sun Jan 29, 2012 8:02 am

Placed a few buildings, so there are a few questions:

How do I know what a building produces and what it consumes? I.e. what does a toy factory need?

It's not clear why in some places some buildings cannot be built but in others it can be built. There's no indication, I had to click around until the building was set. Btw, in the resource overview buildings are not visible which is not nice, because I can build there but don#t even see if the building had been placed or not.

How do I make money? Does it happen over time? Then how long does it take?

Do we need road connections between buildings? Are they automatically connected and related (so are the logs being used by the say mill automatically)?

Agamemnus
Posts: 2081
Joined: Mon Feb 20, 2006 4:21 am

Postby Agamemnus » Mon Jan 30, 2012 12:52 am

"tobing" wrote:Placed a few buildings, so there are a few questions:

How do I know what a building produces and what it consumes? I.e. what does a toy factory need?

It's not clear why in some places some buildings cannot be built but in others it can be built. There's no indication, I had to click around until the building was set. Btw, in the resource overview buildings are not visible which is not nice, because I can build there but don#t even see if the building had been placed or not.

How do I make money? Does it happen over time? Then how long does it take?

Do we need road connections between buildings? Are they automatically connected and related (so are the logs being used by the say mill automatically)?

I'll be working on all these accessibility issues (and bug fixes) you mentioned in the coming week.

>How do I know what a building produces and what it consumes? I.e. what does a toy factory need?
You only know once you place it and double-click, but again I'll be working on a way to see beforehand.

It's not clear why in some places some buildings cannot be built but in others it can be built. There's no indication, I had to click around until the building was set. Btw, in the resource overview buildings are not visible which is not nice, because I can build there but don#t even see if the building had been placed or not.

I just hadn't decided on how exactly to do that -- which buildings to show, etc.

How do I make money? Does it happen over time? Then how long does it take?

By sending products to a toy store. Currently it's very fast. You need to create a production chain to get products from raw material to finished toy. (see quick-start guide) Try metal cars to start with as they are profitable and don't require a lot of buildings.

Do we need road connections between buildings? Are they automatically connected and related (so are the logs being used by the say mill automatically)?

No, you don't. Not yet anyhow -- roads are not yet implemented.
Last edited by Agamemnus on Mon Jan 30, 2012 3:17 am, edited 2 times in total.

Jacquou Le
Posts: 428
Joined: Sat May 08, 2004 4:10 am
Location: Fort Smith, AR, USA.

Postby Jacquou Le » Sun Feb 05, 2012 2:08 am

I couldn't play the game. Register was ok. But stuck at the step choosing corporation name. I clicked "Login" button then it kicked me out. Log back in but only seen an all green color background. I see all white buttons on the top, but not working when I click on it. The "Build" button seems to work somehow.

Agamemnus
Posts: 2081
Joined: Mon Feb 20, 2006 4:21 am

Postby Agamemnus » Sun Feb 05, 2012 11:16 pm

Sorry man, I totally botched it. I had "corpid" as one of the variable names instead of "corp_id", by accident.

I fixed up your user and you should be fine now -- please log in with the first username that you made. Don't forget to check out the story and world story! (In Help & Information)

Agamemnus
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Joined: Mon Feb 20, 2006 4:21 am

Postby Agamemnus » Mon Feb 06, 2012 6:37 pm

Residential buildings do nothing yet...

:|

Azeem
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Location: Hetepsenusret

Postby Azeem » Tue Feb 14, 2012 6:07 am

I'm assuming the icon size you're using is 128x128 pixels?

If that's the case, then you can use any of my Civilization III building icon creations I produced for Civfanatics.

Agamemnus
Posts: 2081
Joined: Mon Feb 20, 2006 4:21 am

Postby Agamemnus » Tue Feb 14, 2012 10:55 pm

The icon size is actually 256x256, and lately I have been using 256x512 and 256x768. Thanks for that though Azeem, I'll take a look and see what you have. :D

Edit: Do you have a link? Not finding your stuff.
Last edited by Agamemnus on Tue Feb 14, 2012 10:58 pm, edited 1 time in total.

Azeem
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Postby Azeem » Wed Feb 15, 2012 3:27 am

I go under "Ogedei_the_Mad". I'm in the process of making more modern/contemporary/industrial building icons. If you need anything in particular, I could come up with something. :)

Agamemnus
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Joined: Mon Feb 20, 2006 4:21 am

Postby Agamemnus » Wed Feb 15, 2012 6:37 am

I found your Asian Centuries one so far... not bad. Is that pixel editing or 3d renders?

Azeem
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Location: Hetepsenusret

Postby Azeem » Wed Feb 15, 2012 6:40 am

3d Renders. I use Bryce 7.1 Pro. Also made a pack of Industrial and contemporary buildings.

Agamemnus
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Joined: Mon Feb 20, 2006 4:21 am

Postby Agamemnus » Wed Feb 15, 2012 6:47 am

Ah, yeah, I see that after looking over some more.

This Information Age pack looks promising:
http://forums.civfanatics.com/downloads.php?do=file&id=18239

I could use the high school and media HQ buildings out of that, but:

* the renders would be too small for my use. For tall buildings I need 256x512 or more, with padding included in that count.
* The colors are too/dark realistic and shadows are too strong to mix with what I currently have.

If you could render them in isometric, maybe with softer colors/shadow, that would be nice... I'll send you a link to a psd that could give you an idea of the rendering dimensions.

Azeem
Posts: 3678
Joined: Wed May 05, 2004 9:30 pm
Location: Hetepsenusret

Postby Azeem » Thu Feb 16, 2012 5:33 am

That wouldn't be hard to do. I create the building models myself so all I need to do is render them at larger sizes. I'll get right to it on the weekend. :)

jsutine
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Postby jsutine » Thu May 23, 2013 5:32 am

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