Bitcoin Forum

Bitcoin => Project Development => Topic started by: Kluge on August 22, 2014, 05:01:28 AM



Title: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on August 22, 2014, 05:01:28 AM
Fair warning: This isn't remotely functional is now semi-functional and I have no idea what I'm doing. I wanted to have a go at making a game.

BMJ can be found here (http://www.bmgtg.cu.cc/). If you played a version older than 000377, you must press shift-F5 or non-Chrome equivalent to force assets to reload. It requires an HTML5-enabled browser with JS enabled. So far, BMJ is only known to work in Chrome 36.0.1985.143. It will almost definitely work in any post-HTML5 Chrome browser and will probably work on other HTML5 browsers (so long as JS is enabled). It's suggested you run BMJ in a 1280x720 resolution browser window or at least near there. The engine attempts to ensure things are scaled proportionally, but isn't 100% pixel-perfect, which may cause some text or images to appear a pixel or few off if screen resolution is significantly different from what's recommended.

Recent changes & known issues (00043):
See 000425a-00045 feature & squish list (https://bitcointalk.org/index.php?topic=751510.msg9901239#msg9901239)

Old version changelogs:
Code:
(000425a)
See [url=https://bitcointalk.org/index.php?topic=751510.msg9901239#msg9901239]000425a-00045 feature & squish list[/url]

(000425)
Added:
*Loan progress bars
*Casino (only one game for now, unlocks March 2nd, 2010)
*Ability to pause and unpause game using spacebar
*BMJtG is now hosted on a newer (and significantly faster) server, courtesy of Hypernia's StableBox


Changed/Fixed:
*Exchange screen revamped
*Exchange slippage formula is a little less insane
*Loan icon will flash red or green to better indicate whether or not a loan was defaulted on
*Lots of bugs with lending
*Date & Time box should now always display the current rate of time
*Game will be a bit less wonky in the way it updates and spend less time waiting for user's PC to confirm its version number

Stuff which should've been in this update, but isn't:
*Co-location option
*User debt
*Fleshed out outcomes for loans
*Color-coding of Weekly I/O screen

(0004)
[s]-user debt
     -See [url=https://bitcointalk.org/index.php?topic=751510.msg8765993#msg8765993]here[/url].[/s] (will be excluded from 0004)
-p2p lending.
     -See [url=https://bitcointalk.org/index.php?topic=751510.msg8765993#msg8765993]here[/url].
     -USD-denominated loans will be excluded from 0004 along with karma loans. Loan settlement offers also excluded (they'll either default or won't).
-Exchange revamp 100% complete.
     -The exchange will now charge a 5% fee.
     -Price will now factor in slippage, meaning if you buy BTC, price will increase, and if you sell BTC, price will decrease.
     -Less ugly buttons, "buy" and "sell" now function as check-boxes rather than true buttons.
     -Due to the goofy way I'm preventing cheating (unsure of better way), the Exchange page is a bit of a temperamental bitch and will mess the page up if BTC price would hit zero or you should either enter in a quantity of BTC to sell (after activating the "SELL" button) which is greater than the amount of BTC you have available, or if the amount of USD your purchase of BTC would cost (after activating the "BUY" button) exceeds the amount of BTC you have available. To resolve, zero out BTC quantity, click sell (if you have buy highlighted) or buy (if sell is highlighted), and then click back to the option you originally had highlighted. Alternately, click back button and come back to exchange.
     -The slippage formula, for the record, is assuming liquidity increases as BTC price increases, which is why slippage is tied to BTC price, not USD price. Slippage looks very severe at the beginning of the game, which I think is in line with history, but is almost non-existent if BTC price is very high.
-BTC page on WkIO screen cosmetic issue fixed.
-Difficulty starts at 5 rather than 2. (non-historic, but the "hindsight penalty")
-BTC price and difficulty are more likely to increase.
-Cluster 3 sell button will now display properly after slot is filled (still haven't determined actual cause...)
-Luck will no longer cause you to randomly generate BTC even if you have no mining hardware. :D
-Added more trololo.
-Weekly I/O screen will now always correctly report mining income if solo-mining and subtract HW depreciation.

Known issues:
-Forgot to redesign and enable colocation (will be in either 000425 or 00045)
-User debt, karma & USD-denominated loans, and settlement-at-end-of-loan-term events excluded. (will be in 000425)
-Exchange screen is extremely finicky. (will be fixed in 000425)
-If you have a negative USD balance, you can't loan out BTC. (this will be fixed when user debt is implemented)
-Date&Time box quit consistently displaying "0x" some while ago while game is paused, sometimes displays [] instead, esp. on layout changes. (will be fixed in 000425)
-Notification is only rarely given when lendee defaults or repays. (unable to identify cause, maybe will fix in 000425)
-If hardware is added to Cluster One due to purchasing another order with all inventory slots filled, it's impossible to partially insure the order. Instead, if Cluster One is uninsured and added to, it will always remain uninsured even if insurance is purchased on the addition, while if Cluster One was already insured, the user MUST purchase insurance on the addition or Cluster One will become fully uninsured. Same caveat with cases. (Will not be fixed until inventory management is completely overhauled)
(000399a)
-Update text should be more informative and alert when there're no updates detected.
-Difficulty will increase sharply before and after users gain access to GPU mining.
-2011 bubble now more severe in its effects.
-Weekly I/O screen will now factor in hardware depreciation.
-Game will no long effectively freeze on 2/28/11 and Silk Road news event will now fire.
-HW in Cluster 3 can now be sold - Cluster 2 sell button will function properly.
-Sell checks work correctly.
-Game now has a more proper splash screen - updating handled better.
-"Stealth fix" (no new version number) News events involving Silk Road opening and 25% of BTC being mined can now be clicked through.
-"Stealth fix" (no new version number) Fire event will function properly (again). "Secretly," you can switch to 20x speed by double-clicking the date/time box (this is considered a debug feature - don't expect everything to always work right).

Known issues:
-Cluster 3's sell button displays "Cluster 3" after filling it. (unsure of cause -- should fix in 0004)
-User cash can go negative. (will be fixed when p2p lending implemented -- aiming for 0004)
-There's all of jack-shit to do while "AdoptionTrend" is low. This is historically accurate... and boring as fuck. P2P lending will be introduced at a historically inaccurate time so something's happening. (aiming for 0004)
-If hardware is added to Cluster One due to purchasing another order with all inventory slots filled, it's impossible to partially insure the order. Instead, if Cluster One is uninsured and added to, it will always remain uninsured even if insurance is purchased on the addition, while if Cluster One was already insured, the user MUST purchase insurance on the addition or Cluster One will become fully uninsured. Same caveat with cases. (Will not be fixed until inventory management is completely overhauled)

(000395):
-Stats will now factor in the 2% pool fee if you should use one.
-Difficulty can now decrease.
-New news events (OpenCL public release, opening of Bitcoin-OTC, 25% BTC generation point, Silk Road opening)
-BTC price and difficulty will now factor in historical price & difficulty trends. This doesn't mean BTC price will necessarily be close to historical prices, just that it will have a stronger or weaker tendency to increase or decrease at certain points in game time. It attempts to emulate the 2011 run up and collapse, but I may've been too extreme in the adjustments (better hunker down!). Checkpoint system currently "ends" on November 14, 2011 (which just means it's "normal" forever past that point until I add more).
-News events starting with ArtForz have had functionality fixed. (It looks like the "next" button wouldn't have functioned properly, before -- believe it or not, that button does a lot of work!)
-Added GPU mining (unlocks on August 10, 2010).
-After a day, remembered to add text to the "electricity bill accrued" box in the Stats page. >:( ::)
-Weekly I/O report will factor in office costs, now...
-Cash income per hour was effectively dividing daily by 24 twice and actually paying the user his electricity costs... Since electricity costs should only be added to the monthly bill (not billed hourly), anyway, this had an odd tendency of roughly balancing out unless you moved in with your mom, where it becomes very obvious.
-News stories and button are no longer global, which was causing them to hang around while unwanted.
-Set Small Office to use correct "OfficeType," preventing a conflict with Mom.
-Fixed a few minor cosmetic issues.

Known issues:
-Update texts aren't displaying quite right. (will fix in 0004)
-Difficulty needs a sharp bump starting when the GPU mining starts. (will fix in 0004)
-$ income stat in HUD is technically correct, I guess, but misleading. (will fix in 0004)
-Weekly I/O screen does not factor hardware MV depreciation in. (will fix in 0004)
-Monthly office costs are likely being calculated queerly. (will fix in 0004 if broken)
-User cash can go negative. (will be fixed when p2p lending implemented -- aiming for 0004)
-There's all of jack-shit to do while "AdoptionTrend" is low. This is historically accurate... and boring as fuck. P2P lending will be introduced at a historically inaccurate time so something's happening. (aiming for 0004)
-If hardware is added to Cluster One due to purchasing another order with all inventory slots filled, it's impossible to partially insure the order. Instead, if Cluster One is uninsured and added to, it will always remain uninsured even if insurance is purchased on the addition, while if Cluster One was already insured, the user MUST purchase insurance on the addition or Cluster One will become fully uninsured. Same caveat with cases. (Will not be fixed until inventory management is completely overhauled)

(00039):
-All events will now trigger on Stats screen
-Fire event trigger will now actually trigger the fire event instead of unlocking the exchange... ::)
-Added some new news events. (Laszlo, Gox creation, ArtForz GPU mining, 184b BTC exploit, first use of split allocation in mining reward, Slush's Pool -- h/t http://historyofbitcoin.org/)
-Initial pool functionality added (unlocks on September 18, 2010). Currently, you can only select between solo-mining and Slush's method (which isn't actually his method, but the original way I calculated how much a user should be paid) w/2% fee. Stats don't calculate the fee in, yet.
-Exchange screen now tries to enforce non-negative integers in the quantity box.
-Exchange buttons will now disable and enable themselves correctly.
-Selling BTC will now actually sell BTC for USD instead of doing whatever the Hell it was trying to do before... :D (h/t busterroni)
-Weekly I/O screen includes recent additions and includes note about office & electricity costs not being billed until the end of the month.

Known issues:
-Difficulty formula needs to be tweaked further and made more complex so it can decrease. Right now, letting it decrease risks allowing it to go negative due to a lack of checks and overly-simple formula. (will be fixed in 0004)
-2% fee isn't calculated in mining estimate stats (will fix ASAP)
-User cash can go negative. (will be fixed when p2p lending implemented)
-If hardware is added to Cluster One due to purchasing another order with all inventory slots filled, it's impossible to partially insure the order. Instead, if Cluster One is uninsured and added to, it will always remain uninsured even if insurance is purchased on the addition, while if Cluster One was already insured, the user MUST purchase insurance on the addition or Cluster One will become fully uninsured. Same caveat with cases. (Will not be fixed until inventory management is completely overhauled)
-Qty box in HW buy page is goofy. (will fix when I figure out a better way to enforce integer-only rule)

(000378)
-Game will now check if your local version is up to date and try to force an update. (ETA: but it still doesn't always work... shift+f5 is your best bet)
-Saves re-enabled.

Known issues:
-Difficulty formula needs to be tweaked further and made more complex so it can decrease. Right now, letting it decrease risks allowing it to go negative due to a lack of checks and overly-simple formula. (will be fixed in 0004)
-User cash can go negative. (will be fixed when p2p lending implemented)
-If hardware is added to Cluster One due to purchasing another order with all inventory slots filled, it's impossible to partially insure the order. Instead, if Cluster One is uninsured and added to, it will always remain uninsured even if insurance is purchased on the addition, while if Cluster One was already insured, the user MUST purchase insurance on the addition or Cluster One will become fully uninsured. Same caveat with cases. (Will not be fixed until inventory management is completely overhauled)
-Qty box in HW buy page is goofy. (will fix when I figure out a better way to enforce integer-only rule)


(000377)
-Hell has been removed, but there's a similar (designed) way to break the game. You get an achievement for it instead of going to Hell, now (though there's no achievement screen, yet, so...).
-You'll no longer earn a guaranteed hourly reward while solo-mining. You now have to actually "solve a block." The "unabridged" formula for this is [add to available coin] ((GoodLuck/5)-(BadLuck/5)) + (24/((Difficulty * (2^32) / (PersonalHashrate*10^6)/60/60))) > random(0.00000001,24) ? BlockReward : 0 -- good luck deciphering that. I'm not even sure what it says entirely, anymore. :D It's very flawed, though -- you can only earn one block in any given hour, so you'll effectively be much more unlucky than you ought to be -- OTOH, if you play with high luck, it should be partially compensated for. I'm working on a different formula for 000378, but there are so many calculations and numbers in that, I'm having trouble wrapping my mind around it without forgetting stuff.
-Per-cluster power draw displays correctly again.
-Game will no longer attempt to save offline/cached resources to load later. Unfortunately, I can't figure out how to force it from trying to load, so shift-f5 or non-Chrome equiv must be pressed while at BMJ page to update the version. I'm looking into better ways of handling this.

Known Issues:
-Save/load system is likely broken. (will fix ASAP)
-Difficulty formula needs to be tweaked further and made more complex so it can decrease. Right now, letting it decrease risks allowing it to go negative due to a lack of checks and overly-simple formula. (will be fixed in 0004)
-User cash can go negative. (will be fixed when p2p lending implemented)
-If hardware is added to Cluster One due to purchasing another order with all inventory slots filled, it's impossible to partially insure the order. Instead, if Cluster One is uninsured and added to, it will always remain uninsured even if insurance is purchased on the addition, while if Cluster One was already insured, the user MUST purchase insurance on the addition or Cluster One will become fully uninsured. Same caveat with cases. (Will not be fixed until inventory management is completely overhauled)
-Qty box in HW buy page is goofy. (will fix when I figure out a better way to enforce integer-only rule)

(000376)
-Added ability to donate directly through URI and ability to sign up for PrimeDice using referral link. (yay!)
-Fixed bug where the month would forever stay in March (h/t James Moriarty).

Known issues:
-I broke the per-cluster power draw display at some point. (will be fixed in 000377)
-I forgot to fix HW purchases after overhauling inventory when the user triggers a trip to Hell, so HW purchased after a Hell trigger causes it to not update the cluster appropriately. (will be fixed in 000377)
-Difficulty formula needs to be tweaked further and made more complex so it can decrease. Right now, letting it decrease risks allowing it to go negative due to a lack of checks and overly-simple formula. (will be fixed in 0004)
-You mine a part of a block each hour while solo-mining. (will be fixed in 000377)
-User cash can go negative. (will be fixed when p2p lending implemented)
-If hardware is added to Cluster One due to purchasing another order with all inventory slots filled, it's impossible to partially insure the order. Instead, if Cluster One is uninsured and added to, it will always remain uninsured even if insurance is purchased on the addition, while if Cluster One was already insured, the user MUST purchase insurance on the addition or Cluster One will become fully uninsured. Same caveat with cases. (Will not be fixed until inventory management is completely overhauled)

0.0.0.375a hotfix
Added:

Changed:
-Game will now be published online.

Fixed:
-Fixed a minor cosmetic bug in Hell.
-Fixed a minor cosmetic bug when difficulty changes.
-Office rent/mo box in Stats now read-only.
-After a minor overhaul of how events and news flashes are done, you can finally pass 2/6/10 without the game effectively freezing. The Fire event may now be broken, though.
-Fixed cosmetic bug in Exchange where BTC & $ available didn't display an update until after leaving the Exchange page.

Known issues:
-I forgot to fix HW purchases after overhauling inventory when the user triggers a trip to Hell, so HW purchased after a Hell trigger causes it to not update the cluster appropriately. (will be fixed in 0004)
-Difficulty formula needs to be tweaked further and made more complex so it can decrease. Right now, letting it decrease risks allowing it to go negative due to a lack of checks and overly-simple formula. (will be fixed in 0004)
-You mine a part of a block each hour while solo-mining. (will be fixed in 0004)
-User cash can go negative. (will be fixed when p2p lending implemented)
-If hardware is added to Cluster One due to purchasing another order with all inventory slots filled, it's impossible to partially insure the order. Instead, if Cluster One is uninsured and added to, it will always remain uninsured even if insurance is purchased on the addition, while if Cluster One was already insured, the user MUST purchase insurance on the addition or Cluster One will become fully uninsured. Same caveat with cases. (Will not be fixed until inventory management is completely overhauled)

0.0.0.375
Added:
-You're now billed for your office monthly. Monthly charge displayed in Stats and, like electricity, is NOT factored into any displayed net income stats (with the exception of the "AllNet" stat in the top-center of the Stats page). Due to leap year being factored in, trying to accurately determine hourly cost of office is too complicated, so "AllNet" will instead assume each month is 30.4 days long (and will be the case for all other stats where it's appropriate to average days in month).
-If you consume a very large amount of electricity, it'll trigger an event where you're asked if you'd like to file for an LLC or corporation (and pay a small upfront fee) so you can get business rates on your electricity. This will have massive impact on later-implemented features and events.
-New offices: medium office (200m³), large office(400m³), small warehouse(2,000m³), medium warehouse(20,000m³), large warehouse(200,000m³)
-Co-location option - costs flat $4/mo/m[sup]3[/sup] HW + $.1/KWh, billed weekly (reduced-cost contracts possible at later versions of game, along with unlockable BTC payment option). Co-located HW is immune to most bad events and automatically insured for free. $/mo cost difference if co-located added to Options screen. -- Option disabled (button does nothing) until 0004. I need to think it out more. --

Changed:
-You're now only allotted 10m[sup]3[/sup] in space if you live with your mom.
-Game will now check to ensure there is enough room for you to down-size your office. (if you have 20m[sup]3[/sup] in HW, you can't move in with Mom - if you have 150m[sup]3[/sup] HW, you can't move down to small office, etc, until you sell some clusters)
-You can only move once per month (to prevent "cheating" -- conveniently, it's realistic, too). (month here = January -> February, not something like 30.4 days from time last moved)
-Difficulty now changes appropriately, once per 14 days. It's now 10x more sensitive to time ("10x as exponential"). Luck is also factored in and, owing to its exponential nature, can dramatically change difficulty at far-future times. Difficulty will flash when it changes.
-Electricity will be billed on the first of the month. You can see your accumulated bill in the Stats page. The Weekly I/O page will display electricity costs as if you were billed weekly (with the exception of the "AllNet" stat in the top-center of the Stats screen, all "Net Income" stats will exclude electricity costs both in the "HUD" and in the "Stats" page). Instead of a pause event, the "alert bar" at the bottom-right will alert you to the deduction.
-To help solve confusion (and as a kludgey solution to the rounding issue), BTC price will now display "Exchange still locked." until February 6, 2010, when the first central BTC exchange opened.
-Cases now add to volume of space taken by PC, while PC size has been reduced to .075m³ w/o case, .1m³ w/ case. Cases will SOMETIMES force "catastrophe rolls" in Fire event to re-roll and not be as catastrophic... cases will have more benefits as I think of them to justify the high costs (for example, maybe an event where you spill coffee).

Fixed:
-00035a Hotfix fixes implemented (project save SNAFU prevented the fixes from applying in 00035a).
-Electricity consumption per cluster will now round to something reasonable in inventory display (whole watts).

Known issues:
-Difficulty formula needs to be tweaked further and made more complex so it can decrease. Right now, letting it decrease risks allowing it to go negative due to a lack of checks and overly-simple formula. (will be fixed in 0004)
-You mine a part of a block each hour while solo-mining. (will be fixed in 0004)
-User cash can go negative. (will be fixed when p2p lending implemented)
-If hardware is added to Cluster One due to purchasing another order with all inventory slots filled, it's impossible to partially insure the order. Instead, if Cluster One is uninsured and added to, it will always remain uninsured even if insurance is purchased on the addition, while if Cluster One was already insured, the user MUST purchase insurance on the addition or Cluster One will become fully uninsured. Same caveat with cases. (Will not be fixed until inventory management is completely overhauled)

0.0.0.35a HOTFIX
Added:
-More logic-based CSS snazz in HW screen.

Changed:

Fixed (thanks to Professor James Moriarty for bug-finding!):
-You can now roll the "Dice of Fate" if you rolled a 1 when a fire event is first triggered while on the "Main" page (there are a ton of rolls and outcomes possible with this event -- for the record: it is all rolled on-the-fly, not pre-determined as soon as the event triggers).
-The six other game-breaking Fire-related bugs are now fixed..........
-BTC Price and Net Estimate text boxes now read-only
-For purchases beyond that which goes in the first inventory cluster slot, your USD Hourly Net Income will no longer be negative $tens of thousands in the "Main" screen
-Exchange unlock event will fire correctly again
-Exchange button will be unlocked in the Stats screen if the Unlock event should fire there


Known issues:
-Difficulty and electricity billing is changed/charged hourly. (will be fixed in 000375)
-In the first ~2 days, it's very possible for bitcoin price to be so low, it's rounded to $0. (will be fixed in 000375 by not displaying BTC price until exchange is unlocked)
-If hardware is added to Cluster One due to purchasing another order with all inventory slots filled, it's impossible to partially insure the order. Instead, if Cluster One is uninsured and added to, it will always remain uninsured even if insurance is purchased on the addition, while if Cluster One was already insured, the user MUST purchase insurance on the addition or Cluster One will become fully uninsured. (Will not be fixed until inventory management is completely overhauled)

0.0.0.35
Added:
-Insurance (costs 10% of HW purchase, must be purchased at time of sale - covers 90% of market value of hardware losses in most situations where that happens - almost always pays out, with luck as a factor)
-"Goofed police," Hell, unicorn sodomy, pacts with the devil (easter eggs)
-Luck-based "events engine" under the hood fires each in-game hour and allows easy assignment of %chance with good and/or bad luck factored in (they're separate!).
-Estimated "true" hourly income in Stats page (factors in estimated mining profits)

Changed:
-You can no longer order rigs in anything but integers
-All stats should now round to something more manageable without being whole numbers
-Added bg colors to "PC stats" for hardware orders in HWBuy/Inv screen to make it more obvious why the "Order" button is disabled.

Fixed:
-Options and Stats page mis-labeled HUD stats
-Stat boxes had text overflow under certain conditions
-Data presented in Stats page was inconsistent
-The "Next" button for the Exchange Unlocked event wouldn't appear if the event fired on the Stats page
-Market value wasn't always depreciating properly

Known issues:
-Difficulty and electricity billing is changed/charged hourly. (will be fixed in 000375)
-"Est Total Net" and "$/BTC" aren't read-only (fixed in 00035a)
-In the first ~2 days, it's very possible for bitcoin price to be so low, it's rounded to $0. (will be fixed in 000375 by not displaying BTC price until exchange is unlocked)
-At some point, I accidentally deleted 1/3 of the fire event on the "Main" screen (it still works if it fires properly if in Stats page), so if you roll a 1 (out of 1, 2, and 3), you won't be able to click past the "Bad news!" screen if the event fires while on the "Main" page. (fixed in 00035a)
-Outside that, the dice are still always unclickable... :D (fixed in 00035a)
-Electricity cost is being calculated incorrectly on the "Main" page (fixed in 00035a)
-If hardware is added to Cluster One due to purchasing another order with all inventory slots filled, it's impossible to partially insure the order. Instead, if Cluster One is uninsured and added to, it will always remain uninsured even if insurance is purchased on the addition, while if Cluster One was already insured, the user MUST purchase insurance on the addition or Cluster One will become fully uninsured. (Will not be fixed until inventory management is completely overhauled)
0.0.0.325 - HWBuy variables will always clear (FINALLY!). Game will correct BTC price if calculations push it negative. BTC & Cash income boxes changed to "net income" boxes to be less confusing. Electricity cost properly deducted from net income calculations in text boxes. For future comings, insurance added to HWBuy section, and "name-brand" is now set to be a relative % increase in cost of purchase (oops, did I give away too much?). Broke a good few variables down into subcomponents so they can be displayed to user (have not added to Stats screen, yet). HrsToFindBlock and Difficulty will now round to whole number (until I find way to round to specified nth decimal place). Weekly I/O screen added.
0.0.0.3 - Added news events, added currency exchange (doesn't appear until February 6, 2010). Added placeholder BTCPrice calculations. HWBuy variables will now clear more often, as intended. Lots of organizational changes under-the-hood -- likely broke some stuff.
0.0.0.275 (skipped) - Added time-control buttons to Stats page. Added barren Options page. Added "StenchOfFailure" variable....  ;D
0.0.0.25 - HWBuy variables finally clear and hopefully don't mess anything up in the process. All placeholder inventory clusters now function -- lots of sanity checks. Once five clusters are filled, if you don't sell a cluster before ordering more, the game'll simply add to your first cluster. Game will no longer use market value for power draw when committing order to a cluster when it detects a non-newb (no idea how that even happened...). Office now has set limit on space (100m[sup]3[/sup] -- really, I wrote m[sup]2[/sup] on the HW page....? :'(). Until ASICs are introduced, all rigs take up .3m[sup]3[/sup] -- your max office space'll be upgradeable when upgrades are introduced. If you can't afford to buy the HW you've filled out the form for, it'll now be made more obvious. You can now click to the HWBuy page from the stats page.
0.0.0.225 - Electricity cost is now calculated, barren stats screen added. Fixed mining payouts (I stuck with using difficulty over total network hashrate) and difficulty adjustments (kind of), time display will now properly show when it's paused. You'll no longer be charged twice for hardware purchases (... hopefully). Difficulty will no longer reset itself each month (.... d'oh).
0.0.0.2 - Changed some boxes I overlooked to read-only. Added buttons to control speed of time. You can now sell rig clusters, which depreciate in value with time (.01%/hr, relative). AlertBox better at detecting "newbs." Inv "back" button now goes back. Power draw set correctly in inventory screen. Difficulty's now exponential but needs a lot more work... (actually, I don't like the way this works -- it'd be much easier to determine income by % of total network operating)
 0.0.0.175 - Mining now generates BTC, not cash. Base income now applied. PSU efficiency rating no longer decreases the claimed max output, instead increasing the load (which still isn't right, but "close enough for now"). Removed purchase confirmation screen and replaced with a quick notification in the "alert box." Fixed some boxes...
0.0.0.15 - sanity checks on whether or not you can buy a rig, time fixed (even accounted for Leap Year!), added inventory management screen to HW Buy page (it's terribly complex for how simple it looks and does service to my name), orders are now actually ordered and added to your inventory (global hashpower now draws from rig cluster data), "quit" removed (I guess it was pointless, anyway), you can now mine (..... well, you generate butt-loads of magic income)
0.0.0.1 - initial release

Attributions

-Notice- *E* marks a work which was slightly modified and may be degraded, not reflecting the quality of the original author's work. That said, I do try to respect the original authors enough to not completely butcher their works. For audio, this is generally audio compression/expansion or cutting. For images, this is generally rotation or a simple hue change (images which're simply scaled are not marked as edited).

Images/clipart:
HWInv "Alert" icon - kg (https://openclipart.org/user-detail/kg) (CC0/PubDomain)
Green padlock (insurance) icon - HuBoro (http://commons.wikimedia.org/wiki/User:HuBoro) (public domain)
White dice - Jeronimo (http://openclipart.org/media/people/jeronimo) (public domain)
*E*Loan icon (gold dollars) - author unknown, posted alleging public domain (sorry!)
*E*Casino chains - dear_theophilus (https://openclipart.org/user-detail/dear_theophilus) (public domain)
"7" Casino icon - rwwgub (https://openclipart.org/user-detail/rwwgub) (public domain)
Bitcoin gold logo - Bitboy (https://bitcointalk.org/index.php?action=profile;u=2062) (public domain)

Sound effects:
Dice roll sound - dermotte  (https://www.freesound.org/people/dermotte/) (CC BY 3.0 (http://creativecommons.org/licenses/by/3.0/legalcode))
*E*Single coin drop sound (WGSE) - qubodup (https://www.freesound.org/people/qubodup/) (CC BY 3.0 (http://creativecommons.org/licenses/by/3.0/legalcode))
*E*Few coins drop sound (WGSE) - ToniTobe (https://www.freesound.org/people/ToniTobe/) (public domain)
Coin flip (WGSE) - bone666138 (https://www.freesound.org/people/bone666138/)  (CC BY 3.0 (http://creativecommons.org/licenses/by/3.0/legalcode))
*E*Various balloon sounds (WGSE) - qubodup (https://www.freesound.org/people/qubodup/) (CC BY 3.0 (http://creativecommons.org/licenses/by/3.0/legalcode))

Non-standard (not Ariel, Calibri, etc) fonts:
Lending screen font - "Short Stack" by James Grieshaber (http://www.google.com/fonts/specimen/Short+Stack) (OFL 1.1 (http://scripts.sil.org/cms/scripts/page.php?site_id=nrsi&id=OFL))
WGSE font - "Walter Turncoat" by Squid and/or "Font Diner"(?) (http://www.google.com/fonts/specimen/Walter+Turncoat#charset) (Apache 2.0 (http://www.apache.org/licenses/LICENSE-2.0.html))

All else was created or modified beyond recognition by me. (which is why it's so damn ugly!)

Alerting me to most of the major bugs squashed so far - Professor James Moriarty & busterroni


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Professor James Moriarty on August 28, 2014, 04:59:16 PM

 Not that I know anything about game making but my 2 cents would be ;

 Focus on finishing the game with basic stuff without any features and all , just make a game that will go on for a long time without chrashing etc etc so people can start playing.

 After all of that , add features to the game , that way people will start playing the game and won't have to wait but you would still implement new stuff and people can check them if they feel like the feature worth starting over :D


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on August 29, 2014, 06:49:04 AM

 Not that I know anything about game making but my 2 cents would be ;

 Focus on finishing the game with basic stuff without any features and all , just make a game that will go on for a long time without chrashing etc etc so people can start playing.

 After all of that , add features to the game , that way people will start playing the game and won't have to wait but you would still implement new stuff and people can check them if they feel like the feature worth starting over :D
Well, that's my thinking... it's just getting my thinking to align with what I do. :D I didn't start adding features for 000375 until I was reasonably sure all the major bugs I knew of were eliminated with 00035a. I was actually convinced you were using the wrong version for a while because I'm an arrogant asshole and having the same bug I just fixed (and repeatedly tested with no issue) seemed impossible. :D My latest theory on how I managed to lose that day's work was that, instead of clicking to export the project, I instead clicked to open a project, opening my old version of the project and then saving over it. Whatever the cause, I now am literally keeping 200 hourly and 200 weekly backups, instead of two, which proved absolutely useless. Now, I'm just waiting to get in the mood to re-do things I already did (which bothers the Hell out of me)... maybe a shower and some stretching will do it.

ETA: Fixes re-implemented (actually, a lot of the work was saved, just a few critical changes lost.... Idunno - whatever, man :D). Just finishing up features for 00375 - should push it out in a couple or few hours. ETA: Will release 0004 on third-party free server -- I don't have any VPS service still on contract and'm too cheap but don't want to keep pushing these giant webkit binaries with Chromium - plus it looks shadier, the way I'm doing it now.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: busterroni on August 30, 2014, 07:21:37 AM
awesome :) Is there a donation address?


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on August 30, 2014, 07:33:29 AM
awesome :) Is there a donation address?
;D What a wonderful question! Thanks! There is, now, in the game, along with a PD ref link. Oddly enough, it's what I was just working on while thinking up non-invasive ways to monetize (thanks to James Moriarty for that, and finding another bug where the game gets screwed up trying to head into the month of April is also fixed in the latest version pushed to server, and basically every other major bug so far :D). The two buttons pop up with the weekly report. I'm working on thinking out how I want to try best-guess verifying donors in-game by keeping a note of when they clicked the donation button vs when Blockchain reports a new payment received so they can actually choose which features they want me to focus on from a list of user-suggested items... but I haven't even started work on that, so lemme know if there's something in particular you'd want. Nothing's off the table since I'm looking to learn as much as I can. With chaotic thinking, too, I can't hold to a schedule, so giving me guidance is probably the best way to go about it, heh.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: busterroni on August 30, 2014, 08:08:20 AM
awesome :) Is there a donation address?
;D What a wonderful question! Thanks! There is, now, in the game, along with a PD ref link. Oddly enough, it's what I was just working on while thinking up non-invasive ways to monetize (thanks to James Moriarty for that, and finding another bug where the game gets screwed up trying to head into the month of April is also fixed in the latest version pushed to server, and basically every other major bug so far :D). The two buttons pop up with the weekly report. I'm working on thinking out how I want to try best-guess verifying donors in-game by keeping a note of when they clicked the donation button vs when Blockchain reports a new payment received so they can actually choose which features they want me to focus on from a list of user-suggested items... but I haven't even started work on that, so lemme know if there's something in particular you'd want. Nothing's off the table since I'm looking to learn as much as I can. With chaotic thinking, too, I can't hold to a schedule, so giving me guidance is probably the best way to go about it, heh.
Not necessarily the most important thing, but I think a better GUI is important. It's obviously very early in development but it's important to think about moving forward.

I also can't find the donation address :( I'll keep looking :)

I was snooping through your code looking for a donation address and am very perplexed by this line lol o.o

Code:
[0,"IsUserAsshole?","",1,1,1,"",0]]


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on August 30, 2014, 11:00:21 AM
Cleaned up thread by deleting most of my tiringly-long posts.

awesome :) Is there a donation address?
;D What a wonderful question! Thanks! There is, now, in the game, along with a PD ref link. Oddly enough, it's what I was just working on while thinking up non-invasive ways to monetize (thanks to James Moriarty for that, and finding another bug where the game gets screwed up trying to head into the month of April is also fixed in the latest version pushed to server, and basically every other major bug so far :D). The two buttons pop up with the weekly report. I'm working on thinking out how I want to try best-guess verifying donors in-game by keeping a note of when they clicked the donation button vs when Blockchain reports a new payment received so they can actually choose which features they want me to focus on from a list of user-suggested items... but I haven't even started work on that, so lemme know if there's something in particular you'd want. Nothing's off the table since I'm looking to learn as much as I can. With chaotic thinking, too, I can't hold to a schedule, so giving me guidance is probably the best way to go about it, heh.
Not necessarily the most important thing, but I think a better GUI is important. It's obviously very early in development but it's important to think about moving forward.

I also can't find the donation address :( I'll keep looking :)

I was snooping through your code looking for a donation address and am very perplexed by this line lol o.o

Code:
[0,"IsUserAsshole?","",1,1,1,"",0]]
Everything should be good, now. Construct tries to force a load/save system where it uses offline assets, so new stuff hasn't been updating. This prevented you from seeing the buttons when I updated. I've figured out how to prevent this offline data from saving (this likely also prevents savegames), but not from loading, so if anyone wants to play and played an older version, shift+f5 (or non-Chrome equiv) must be pressed upon loading the game. This is a workaround until I figure out forcing the game to update its content each time loaded. Since the game's significantly <1MB, it's kind of ridiculous to not have an option to force re-loading everything from scratch to be safe, but whatever.

IsUserAsshole was a variable which detected whether or not a user tried entering a non-integer into the quantity box when ordering hardware. I use a new way of enforcing that, now, while Hell was unnecessary and also causing some dysfunction in the game. If an "asshole" was detected, they'd be sent to Hell, which has since been removed. AFAIK, nobody even ran into it, so it was a bad theoretical solution to a problem which never happened. :D

Interface is hard, but I'll try putting some custom buttons in it, at least, by/in 0005. Hopefully, some custom boxes, too.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Professor James Moriarty on August 30, 2014, 01:22:49 PM

 I think I am the unofficial tester of this game :D ahahahah


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: smeagol on August 30, 2014, 06:55:42 PM
In what language was the game written?

I made a game mining game somewhat similar (not really) to yours; it was forked from 'Clicking Bad': http://devticker.pw/game/.  It's completely written in JS.

I haven't updated it in a while, however.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: busterroni on August 31, 2014, 01:25:26 AM
I suddenly got -$5,000. I might've done something but I think it's a bug. I'll look into it in a bit.

Also, for some reason, when I try to sell Bitcoin, my dollar value gets even more negative, when it should be going up I believe.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on August 31, 2014, 08:26:31 AM
In what language was the game written?

I made a game mining game somewhat similar (not really) to yours; it was forked from 'Clicking Bad': http://devticker.pw/game/.  It's completely written in JS.

I haven't updated it in a while, however.

HTML5 with some JS. I've been using Construct for it and've been delighted with how familiar-feeling and powerful it is for what's essentially a WYSIWYG -- I've only stuck to mods and maps, before.

I suddenly got -$5,000. I might've done something but I think it's a bug. I'll look into it in a bit.

Also, for some reason, when I try to sell Bitcoin, my dollar value gets even more negative, when it should be going up I believe.
I'd *guess* a new month rolled over and you were billed for electricity and rent. I've been considering how to display this, but I don't want to have yet another income/outgo report pop up, so right now, it just shows "bills paid" in the "alert box," which is in the bottom-right (you can see exactly where it is by clicking the "save game" button), but doesn't tell you how much you paid since there's a very limited amount of space. I notice I forgot a box in Stats to say how much of an electricity bill the user's built up, too.

The Exchange formulas are the simplest in the game. The only cash calculation involved in selling BTC is literally just "add (QtyBTC*BTCPrice) to AvailableCash." I'd guess the game thought you entered in a negative number in the Quantity box, which may actually be possible, now that  I think about it... I'll make sure to add some validation to it so that won't happen (there're some other checks missing on that screen, too). It's the screen I've played with the least after introducing the bugged-to-Hell Exchange Unlock "feature," since nobody could even access the exchange.

ETA: No, there's something very, very wrong happening when the user clicks "Sell BTC." Fixed for upcoming release.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on August 31, 2014, 09:21:10 AM
Offline data storage fully re-enabled. The game will now check to see if data you have stored locally is out-of-date compared to what's on the server and update as needed on the landing page. If a download's available and downloaded, the game will force the page to refresh. If your particular browser should refuse to allow the game to refresh the page, it'll simply display a note to refresh your page. (hopefully)

This comes with another button on the "Land" page (where you select difficulty and luck, then start a new game, or load a previously-saved game) to ignore updates in case something's gone wrong. Without clicking it, the game will disable all other buttons on the screen until it's sure the game's up-to-date. God willing, this resolves all issues with the game not forcing local game data to update. :D

ETA: Nope. That didn't appear to do it (sometimes, it will fire, but sometimes not -- it could just be me from having a timeout due to a crappy mobile Internet connection, so the game assumes I'm offline). Well... I'm stumped for now. I'll try getting back to it with a fresh mind tomorrow. The workaround is still usable - to visit the site hosting the game in an incognito/similar browser tab or pressing shift+f5 (or non-Chrome equiv.).

ETA2: On further testing, I'm pretty sure it's just an issue with my slow-ass Internet connection given that it usually runs fine. The only variable I can think of there would be the timeout issue mentioned. Confirmations would be appreciated, though.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on August 31, 2014, 12:58:19 PM
Alright... at the point of brain pain for the morning. Game's ~10kb larger when fully compressed after deleting some stuff I quit using and adding no media, so I think I'll call it a good day. :D

I'm thinking drop-down lists are being sized incorrectly. They seem to render a few pixels (2.5 pixels, exactly) wider than a normal text box, so I've tried to compensate for this, but it could just be a Chrome thing, so someone lemme know if the pool dropdown looks wrongly-sized in Firefox or whatever. It'll probably make scaling really freakin' weird if you run the game.... .... .... oh, wait -- I never run the game at its full size, even w/ preview builds. I could just enforce full-screen or change how it scales, maybe. owww.

Some other minor-ish issues:
-Still dunno what to do about alerting user to monthly bills without bothering the Hell out of them. It is now listed more appropriately in the weekly I/O report and office costs are now in the Stats screen...
-uhhh... other things, maybe. Need caffeine.

Stunna offered a super-generous house cut for ref link usage which should go into effect later today, so if anyone plays on dice sites, that'd probably be much more valuable to me than straight BTC without "costing you anything extra." -Not that I necessarily approve of gambling, but if you already do it regularly.... oww.

ETA: That's better.... whew.

Anyone think time goes too slow? I've been thinking about doubling its base rate, so 4x would be 8x faster than current 1x (1x would be what 2x is now). -Or I could just add an 8x and even 16x option. First ~6 months are boring as Hell... since I don't want to start bothering people for minor events in BTC space (news events are supposed to help break up tedium later), the other option would be to start the game later... maybe June, 2010.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on September 01, 2014, 12:35:55 PM
This is a lot easier without a headache. ;D 000395 uploaded.

TONS of bugs fixed (I mean - holy crap, there were a lot of things wrong!), difficulty and BTC price function more realistically, more news events added, GPU mining added (which, thankfully, was fairly easy to add in). For 0004, hoping to have p2p lending implemented (2010 is a historically boring year, as far as pace of innovation goes, frankly -- it needs more stuff to do before crypto innovation begins to explode) along with everything on Known Issues list fixed (except inventory management). Maybe heat & "non-random" fires if I have time... I've been meaning to put that in for a long while, now.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Prez on September 01, 2014, 01:48:26 PM
very nice


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: busterroni on September 01, 2014, 07:26:51 PM
I lost my saved game? The button for load saved game is grayed out.

Edit: Nevermind, for some reason (bug?) I couldn't click on the button when it said that the game was updated on the main page with a notification. Refreshing fixed it :)


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on September 02, 2014, 05:45:29 AM
I lost my saved game? The button for load saved game is grayed out.

Edit: Nevermind, for some reason (bug?) I couldn't click on the button when it said that the game was updated on the main page with a notification. Refreshing fixed it :)
Yeah... It's been a real hassle trying to get that to work right and it doesn't display properly. After updating, it's supposed to first try to force the browser page to refresh by itself, and if that fails (I'd assume because the browser disallows the game from doing that), notify the user to refresh manually. If something gets too screwy with updating, clicking "Ignore the update" should let you play, but it'll be an old version. I had to disable the "Next" and "Load Game" buttons during an update (and after download since the update won't take effect until after a refresh) to ensure the game would actually be updated.

Thanks for report.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: cyberpinoy on September 02, 2014, 05:42:24 PM
Both of these games listed are very interesting.

on the OPs game I do not ike if you are not on the site it stops mining :(


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on September 03, 2014, 08:51:01 AM
0004 is going to take me longer than usual... I want to have a new "Opportunities icon scroll" (uh... probably a better technical word describing it). Opportunities will pop up in the lower-left as icons with hover-text giving a brief on what the opportunity is but not pause the game like a major event would. The game would, however, need to pause when you click it. The game also needs to clear opportunities from this window automatically if a user doesn't click it, and then a new screen needs to be made up going over all opportunities currently running their course which'll eventually have a faux tabbed window which'll include other categories of opportunities, like GLBSE when its time comes.

Both of these games listed are very interesting.

on the OPs game I do not ike if you are not on the site it stops mining :(
AFAIK, this is a browser issue which generally happens when the game's being played in a tab. Browsers (esp. mobile) generally either pause or slow anything executing down to 1fps. Games which may dare trying to get around this generally try to grab the time when focus is lost, then auto-update its info based on the time the game's brought back into focus, doing all its calculations at once. -Or for multiplayer games, this is much simpler since the client isn't really doing anything but acting as an interface between the user and the server, so whether or not the client's browser is permitting the game to run (at 1fps or 60) is irrelevant - but not here, because there's no server calculating things; it's all done locally.

The single-player method is possible, but unfortunately, not trivial to implement (and would need to be double-checked and probably changed every single game update), whereas running the game in its own browser window (rather than tab) is trivial and has the same effect (though it may still force the game to pause if it's minimized -- haven't checked). There may be other workarounds I'm not thinking of or familiar with, though...


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: busterroni on September 04, 2014, 08:55:28 PM
Bug: For the news notification when it says '25% of all Bitcoins have been mined', clicking on 'Next' or 'ok' or whatever doesn't work. I can click the button but the page doesn't go away and nothing happens. Refreshing fixes it. It's on 2/28/2011.

I can't do anything in the game now :/ refreshing sends me back to my latest save which is before the broken page comes up.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Allphonic on September 04, 2014, 09:10:30 PM
Funny game!
In the game I bought a computer, but it says "cluster 3 - nothing here", even if the table is filled with the computer information.
I can't sell or buy new computers...


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on September 04, 2014, 09:31:06 PM
Bug: For the news notification when it says '25% of all Bitcoins have been mined', clicking on 'Next' or 'ok' or whatever doesn't work. I can click the button but the page doesn't go away and nothing happens. Refreshing fixes it. It's on 2/28/2011.

I can't do anything in the game now :/ refreshing sends me back to my latest save which is before the broken page comes up.
Bleh. I see the issue. I'll have it fixed when 0004 is out. Sorry about that.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on September 04, 2014, 09:52:59 PM
Funny game!
In the game I bought a computer, but it says "cluster 3 - nothing here", even if the table is filled with the computer information.
I can't sell or buy new computers...
.... o.O I can reproduce that, but as far as I can tell, it's caused by magic. This one has me stumped.

ETA: Uggggh! Found it. :D It was hiding somewhere I didn't expect. That page is a freaking mess. The good news is if you save the game, it'll work normally when I push 0004. ~A couple days out on that, still.

Thank you, both, for reports. Sorry again.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on September 04, 2014, 10:13:50 PM
....... and thanks to the Professor for pointing out you can't sell BTC. Jeez. :D I'll put out the version I'm working on now. Gimme a sec to make sure I didn't break the game with the half-finished p2p lending feature.

ETA: "000399a" up.  ::) I fiddled with difficulty and BTC price calculations a lot without testing, yet.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: busterroni on September 05, 2014, 02:59:30 AM
I got the update, but I still can't get passed that 25% of bitcoins mined message :/


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Professor James Moriarty on September 05, 2014, 05:41:17 AM

 I seriously believe you are starting to hate me :D ahahha , I am more like admirer rather than critique , the only reason I am sharing these info because I want you to be aware of them , not because 'fix it so I can play' reasons :D


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Professor James Moriarty on September 05, 2014, 09:41:24 AM
 I have past august 10/2010 but still no gpu function opened up  actually I am on 22nd september 2010 and still no gpu. Just pointing out.

edit : alright it opened :D


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on September 05, 2014, 05:37:26 PM
I got the update, but I still can't get passed that 25% of bitcoins mined message :/
Hm. Try pressing shift-f5 while on the page. Maybe it isn't updating. I don't see what could be causing an issue, anymore.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on September 05, 2014, 05:43:44 PM

 I seriously believe you are starting to hate me :D ahahha , I am more like admirer rather than critique , the only reason I am sharing these info because I want you to be aware of them , not because 'fix it so I can play' reasons :D
Lol, no. It's really helpful. I'm just disappointed I'm not catching some of things things and'm a bit moody sometimes. Give me 4-21 days and I'll be overly-enthusiastic again. ;) Thanks.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Professor James Moriarty on September 05, 2014, 05:47:39 PM

 Thats sounds like pms , I hope you don't get pms (meaning I hope you are a man) , otherwise my miner in game might go ' hey hashing hashing all the time when will we do something different I would like to go see that movie and want to go to my moms , also give me your credit card I will buy some chocolate' :D


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: busterroni on September 05, 2014, 08:18:08 PM
I got the update, but I still can't get passed that 25% of bitcoins mined message :/
Hm. Try pressing shift-f5 while on the page. Maybe it isn't updating. I don't see what could be causing an issue, anymore.
It's definitely updated. I see the new loading screen and the bottom of the main page says '000399a testing'. I'll keep trying things.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on September 05, 2014, 11:43:54 PM
ETA2: Fwiw, I'll be away until Monday.

I got the update, but I still can't get passed that 25% of bitcoins mined message :/
Hm. Try pressing shift-f5 while on the page. Maybe it isn't updating. I don't see what could be causing an issue, anymore.
It's definitely updated. I see the new loading screen and the bottom of the main page says '000399a testing'. I'll keep trying things.
Ahhhh.... damn. I was able to recreate it.... I actually see the problem, now. One of the conditions for the button-clicking to work is for the year to be "11" instead of "2011." I'll get a new version up in ~10 minutes. Thanks for report (& sorry about that).

ETA: New version stealth-uploaded. Should be fixed, now.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: busterroni on September 08, 2014, 09:09:31 PM
Works now, thanks a ton Kluge :) looks great so far


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: busterroni on September 09, 2014, 01:41:04 AM
Bug report:

Date is 4/20/2011 6:00 on 4x speed. I get the message: "Bad news! A fire's broken out in your office! Roll the Dice of Fate to survey the damage." I click on the dice and it says "Whew! Looks like it was a false alarm. Nothing's been damaged." I click "OK" and get sent back to the "Bad news! A fire's broken out in your office! Roll the Dice of Fate to survey the damage." page. This is going on in a loop.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on September 09, 2014, 02:14:53 AM
Bug report:

Date is 4/20/2011 6:00 on 4x speed. I get the message: "Bad news! A fire's broken out in your office! Roll the Dice of Fate to survey the damage." I click on the dice and it says "Whew! Looks like it was a false alarm. Nothing's been damaged." I click "OK" and get sent back to the "Bad news! A fire's broken out in your office! Roll the Dice of Fate to survey the damage." page. This is going on in a loop.
Thanks for report. I probably broke the variable which logs if the event fired. I'll fix it tomorrow ~when I wake up. Should (finally) have 0004 up tomorrow or the next day. Fwiw, without looking at the actual cause, there's a small chance you might not run into that if you load your most recent saved game and run it on the Main page if you run into it on the Stats page, or Stats if you ran into the bug on the Main page.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: busterroni on September 09, 2014, 02:41:38 AM
Bug report:

Date is 4/20/2011 6:00 on 4x speed. I get the message: "Bad news! A fire's broken out in your office! Roll the Dice of Fate to survey the damage." I click on the dice and it says "Whew! Looks like it was a false alarm. Nothing's been damaged." I click "OK" and get sent back to the "Bad news! A fire's broken out in your office! Roll the Dice of Fate to survey the damage." page. This is going on in a loop.
Thanks for report. I probably broke the variable which logs if the event fired. I'll fix it tomorrow ~when I wake up. Should (finally) have 0004 up tomorrow or the next day. Fwiw, without looking at the actual cause, there's a small chance you might not run into that if you load your most recent saved game and run it on the Main page if you run into it on the Stats page, or Stats if you ran into the bug on the Main page.
Alright, thanks, I'll try that.

Can you add in like a x10 and x100 speed option into the new update? It's kinda boring just leaving it running in the background and going to it every minute to click ok after my weekly reports :p


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on September 09, 2014, 03:31:57 AM
Bug report:

Date is 4/20/2011 6:00 on 4x speed. I get the message: "Bad news! A fire's broken out in your office! Roll the Dice of Fate to survey the damage." I click on the dice and it says "Whew! Looks like it was a false alarm. Nothing's been damaged." I click "OK" and get sent back to the "Bad news! A fire's broken out in your office! Roll the Dice of Fate to survey the damage." page. This is going on in a loop.
Thanks for report. I probably broke the variable which logs if the event fired. I'll fix it tomorrow ~when I wake up. Should (finally) have 0004 up tomorrow or the next day. Fwiw, without looking at the actual cause, there's a small chance you might not run into that if you load your most recent saved game and run it on the Main page if you run into it on the Stats page, or Stats if you ran into the bug on the Main page.
Alright, thanks, I'll try that.

Can you add in like a x10 and x100 speed option into the new update? It's kinda boring just leaving it running in the background and going to it every minute to click ok after my weekly reports :p
Yeah, maybe just a 20x. It'll be boring regardless, though. :P


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: busterroni on September 09, 2014, 03:56:40 AM
Bug report:

Date is 4/20/2011 6:00 on 4x speed. I get the message: "Bad news! A fire's broken out in your office! Roll the Dice of Fate to survey the damage." I click on the dice and it says "Whew! Looks like it was a false alarm. Nothing's been damaged." I click "OK" and get sent back to the "Bad news! A fire's broken out in your office! Roll the Dice of Fate to survey the damage." page. This is going on in a loop.
Thanks for report. I probably broke the variable which logs if the event fired. I'll fix it tomorrow ~when I wake up. Should (finally) have 0004 up tomorrow or the next day. Fwiw, without looking at the actual cause, there's a small chance you might not run into that if you load your most recent saved game and run it on the Main page if you run into it on the Stats page, or Stats if you ran into the bug on the Main page.
Alright, thanks, I'll try that.

Can you add in like a x10 and x100 speed option into the new update? It's kinda boring just leaving it running in the background and going to it every minute to click ok after my weekly reports :p
Yeah, maybe just a 20x. It'll be boring regardless, though. :P

Maybe as a future update you could add a simulator like 'skip to xx/xx/20xx' (date) and it simulates what would have happened.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on September 09, 2014, 03:43:46 PM
Fire bug fixed. On the Main page, I deleted the check to ensure the Fire event didn't loop because ???.

20x speed can be enabled by double-clicking the box showing date and time.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on September 09, 2014, 04:49:10 PM
I keep changing my mind on how to actually implement p2p lending. Right now, it's a separate screen where 3 loans are listed at once. They rotate each week, procedurally generated. I'm thinking instead, to keep things looking cleaner and without breaking flow so harshly, it'll instead open up a box on the Main or Stats page where there's just one loan listed, refreshing each day. They aren't "pure" loans - so they may request BTC and/or USD, and may pay out USD and/or BTC. Someone could request a BTC loan and pay out USD at an exchange rate locked in at the time you accept the loan, and within certain dates, where the BTC price is trending downward, that may be a great deal since you'll probably get a higher interest rate for performing a currency conversion, too. Haven't worked out the exact formulas, yet.

I'd imagine a purchasable tool person to help you determine the level of risk would be nice, too. Maybe a user unlocks the ability to purchase it after having a person default. Later, when the save/load system is revamped, a user will be able to save these unlocks to carry over to a new game - so they'll all be like this, offering extra data, but not really tangible benefits. I've thought about using some of the more colorful pictures of community members posted on this forum, and this picture would go along with a procedurally generated backstory on the loan, but am not sure if I'd like the bother of asking everyone for permission... I could "pirate" their likeness, I guess... dunno.

There'll be an addition of a casino either with or shortly after 0005. Super-easy to implement and'll give you something to do, but, of course, you can only use BTC in them. At character creation at a later update, maybe it would be worthwhile to have countries of residency which is maybe switchable later... if you start in a country with harsh gambling & "AML" laws, maybe you expose yourself to risk playing at the casino or taking part in p2p lending, and maybe you can unlock & purchase services like coin mixing to help mitigate those risks -- and in exchange for those risks, you get less slippage on exchanges or more opportunities... I couldn't possibly include every country, though, so maybe too "offensive."


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Professor James Moriarty on September 09, 2014, 05:04:49 PM

 I buy as much btc as possible at the start of the game and so far never reached 2013 nor 2014 , but now I am on june 2013 and the price is 0.05 , it was a lot more than that , so I take it that price is irrelevant to real life prices? So how would we know when it will go up? Like real btc price its just a mystery? :D


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on September 09, 2014, 05:12:44 PM

 I buy as much btc as possible at the start of the game and so far never reached 2013 nor 2014 , but now I am on june 2013 and the price is 0.05 , it was a lot more than that , so I take it that price is irrelevant to real life prices? So how would we know when it will go up? Like real btc price its just a mystery? :D
The game has "historical trend checkpoints" where it tries to emulate big run-ups (and down-falls) with regard both to price and difficulty, but this only influence their rate of change within certain periods of time - it doesn't try to "hard-set" difficulty or price based on historical outcome. I haven't added checkpoints after... I think it's February '12, so it defaults to slow growth after that. It's also influenced by the user's selected luck (eventually, luck will start moving a bit based on karma, but I haven't added any "karma events," yet) - difficulty increases more slowly with high luck, while prices increase more quickly with high luck - and high bad luck, of course, has the opposite effects. Before 001, I'll write up a quick Python script to simulate the simulation so I can figure out a range and median for where the price and difficulty tends to end up at certain points in time so I can adjust my formulas to be very, very roughly in line with history but still with large variance game-by-game... right now, the formulas for these are basically just gut instinct. :D

For instance, from what you say, I'm unsure if it's because the 2011 collapse numbers were too harsh or because the general trends have price and difficulty increasing too slowly, so the Python script's essential.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Professor James Moriarty on September 09, 2014, 05:48:31 PM

 Yeah not sure why I am complaining I have about 26 billion dollars from it :D ahahah , you haven't put asics yet right ? :D If asics come out I might buy all asics in the world and make a %51 attack possibility with 26 billion dollars ahahahah :D


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on September 09, 2014, 10:45:10 PM

 Yeah not sure why I am complaining I have about 26 billion dollars from it :D ahahah , you haven't put asics yet right ? :D If asics come out I might buy all asics in the world and make a %51 attack possibility with 26 billion dollars ahahahah :D
Could be an interesting "bad ending." No ASICs, yet.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on September 10, 2014, 07:49:13 PM
Lending's turned out to be the most ambitious update to date. I'm getting closer, but it's taking a damn long time. In case I haven't lied about an ETA enough -- I definitely won't be pushing it today, but probably within a week. I mention gambling a few times in this.... it'll come out shortly after as I begin to add a more colorful interface to the rest of the game. By October, I'm hoping, since we're taking a trip around the East coast to visit family and go to Coins in the Kingdom from ~9/30 to ~10/15.

Lending - just the facts
*Loan requests are generated each seven days (starting at the date p2p lending is unlocked, January 16th, 2010).
*The lending screen is not a proper screen, but a pop-up screen, accessible by clicking the gold money icon on either the Main or Stats page. Opening it will pause time.
*There are three loan slots. You may not give out more than three loans, and each active loan will decrease the number of loans generated by one.
*Loans can be denominated in USD or BTC, and pay out USD and/or BTC. If BTC price < $.01, loan will only pay out BTC.
*The value of loans are determined largely by price, but also by luck (both "your luck" and the variables Good Luck and Bad Luck). When BTC price is low, people will want (in nominal values) more BTC and less USD. When BTC price is high, people will want less BTC and more USD.
*The rate listed for loans is over its listed duration.
*Lendees may default. You won't know until the end of the loan. You may lose everything or may be offered a settlement. If the settlement includes extending the term of the loan, they may and are more likely to (compared to the original default risk) default on that.
*Context provided in the generated backstory will help you determine whether or not the lendee's trustworthy. In a later update, a person may approach you to help you analyze default risk and provide "real expected value." Without this analyst, you can also guesstimate default risk by rate of return (high rate of return = high risk of default), but variance may well mislead you.
*At the end of a loan's term, you may have a "critical success." In this case, you may either be offered more than what was negotiated OR offered to renew the loan at slightly better rates. Chance of default decreases at each renewal UNLESS it's a long con, which you won't know. In a later update, the renewal system will be changed to be a more proper deposit program, similar to Pirate's and others'. When GLBSE is eventually added, you can effectively start your own deposit program.
*Some loans are "karma loans." You tie up your money and risk losing it in exchange for no interest, but only increased future luck. Karma, I should mention, would be more appropriately called reputation. Outside increasing good luck, a positive karma balance currently has no effect (this will change).


User debt:
If you should have a negative cash or BTC balance, you will be charged a base weekly rate of 5% interest on it (ouch!). This rate is heavily affected by your karma and your "financial credibility." Financial credibility is basically your default risk, determined by your karma and the amount you have out relative to the earning power of your hashpower. The hue of the lending icon will gradually shift from gold to red based on your financial credibility, becoming saturated when you've reached a "danger point," and with the icon eventually increasing in size once the game believes you're nearly guaranteed to default. Once fully saturated and red, it's possible the loan icon can grow to such size, the game becomes unplayable. The icon will not start growing until you've had a debt for at least month, though this could cause it to suddenly balloon up and ruin your game once that grace period ends. This is an intentional, very unsatisfying ending. The game will try to deduct interest payments from your cash balance, but if insufficient, it will add it to your debt and bump up your interest rate a small amount. A negative balance will not be reflected in the HUD stats (you should never have a <0 balance showing there). You are not allotted a proper line of credit -- you only take a loan if regular/maintenance costs should push your USD or BTC balance negative and are still not permitted to buy HW or (soon) gamble unless you have a positive cash balance. HOWEVER, a positive cash balance does not necessarily mean you have no debts, and you must manually repay any debts on the Lending screen. If you give a loan or (soon) gamble while you have an outstanding debt, your karma will decrease (buying HW is okay). However, if your icon's growing, gambling's probably the only straw you'll be able to grasp at with any chance of success.

ETA: I'm going to stop referring to karma as "karma." Instead, both in-game and in posts here, I'm going to refer to it as reputation, which makes more sense.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on September 12, 2014, 02:43:15 AM
There are now more events in the p2p lending script group alone than any other single sheet excluding it and contains multiple events multiple times larger in text than any other single event previously existing. As far as variable count goes, p2p lending has nearly as many new variables associated with it as the entire rest of the game. :o Everything associated with the lending pop-out generates, now (but the formula needs tweaking), so the buttons just have to commit all the generated stuff into a "loan bundle" and the events on when the loan's term expires need to be set up, still, and then all that's left is some minor "housekeeping" stuff and factoring loan gains/losses into the weekly I/O sheet. The user debt scheme should be relatively simple, so I'm still going to try fitting that into 0004 before releasing it.

Thinking about casinos more... provably fair casinos aren't really all that old. I think the game'll start with an unfair and largely unexplained casino - just enter in how much you want to bet, confirm, and then who really knows what the fuck happens... maybe you get 5x payout, maybe nothing, maybe you get a PPUSD code (Hell no, not a real one! :P)... others unlocked in time. Maybe a simple video poker game later, too.... or whatever you guys want that isn't brain-meltingly complex. ETA: Blackjack's simpler and played by more -- maybe that, instead.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: r3wt on September 12, 2014, 03:10:38 AM
exchange logic broken. bought 22 million btc on day 1 for about 20 cents.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on September 12, 2014, 03:15:14 AM
exchange logic broken. bought 22 million btc on day 1 for about 20 cents.
Yeah. I'm still thinking on solution there. I don't want to try calculating how many BTC should exist, but do want to get some kind of slippage calculation in there to prevent that. Maybe each coin bought or sold simply increases or decreases price by X%... so buying a ton early becomes non-viable. It'd allow the user to manipulate the market, which isn't something I've thought through, so think I'll wait for one of the "1/4" updates -- maybe 000425, with casino in at 00045, backgrounds in at 000475, and less-ugly buttons and boxes for 0005.

ETA: Actually... that's a really simple fix ... only need a few events for it. I forgot I changed the BTC price change formula when I added the adoption trend checkpoints. I was worried if users could manipulate price to be "too high" early on, a BTC would cost $millions by 2011.

ETA2: Lolno, that's not a simple fix.... thinking on it more. Will have something in by 0004, though. Funny how some things are so much easier when users have to generate the data, and some things are much easier generating "their" data. If price increases .5% for each coin bought/sold... .... and that doesn't make any sense, anyway... You could take BTC to $0.  .... there were plenty of times Satoshi could've taken BTC to $0, though, so maybe it's a legit thing to do? Bleeehhhhh.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: r3wt on September 12, 2014, 03:16:31 AM
exchange logic broken. bought 22 million btc on day 1 for about 20 cents.
Yeah. I'm still thinking on solution there. I don't want to try calculating how many BTC should exist, but do want to get some kind of time-based (and quantity-based) slippage calculation in there to prevent that. It'd allow the user to manipulate the market, which isn't something I've thought through, so think I'll wait for one of the "1/4" updates -- maybe 000425, with casino in at 00045, backgrounds in at 000475, and less-ugly buttons and boxes for 0005.

cool man, its definitely a neat project. you need anyhelp shoot me a pm


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on September 12, 2014, 09:27:03 PM
ETA4: Lol... I could've just modified a common compound interest formula. I'm dumb sometimes... Problem solved.

Could someone help me with my math deficiencies?

I need a formula to determine how much a user should receive or spend when selling or buying BTC given BTC price will increase x% for each satoshi purchased, where the user specifies a quantity.

I'm thinking it's something like SatoshisPurchased*PricePerSatoshi^(1+PriceIncreasePctPerSatoshi*SatoshisPurchased).

ETA: Okay... 1BTC... 100,000,000 satoshis. Let's say price is $.00001/satoshi ($1000/BTC) and price increases .00000000005% per satoshi.

100,000,000*.00001^(1+.00000000005*100000000)=$944.06

Okay, so that's wrong.... 100,000,000*.00001^(1+(.00000000005*100000000)) = $1035.14

That looks right. Then to sell... 100,000,000*.00001^(1-(.00000000005*100000000))= $966.05

Price increase/decrease is too high, of course... ... done.  8) :D

So... okay - r3wt bought 22M BTC for ~$.20. So price was ~$.000000009/BTC. Under new scheme, it'd cost:
2,200,000,000,000,000*.00000000000000009 ^ (1 + (0.00000000000025 * 2,200,000,000,000,000)) = uhhh, a lot. So... success, I guess. Can tweak %increase/%decrease more... ETA2: -and Price*Qty needs to be made >1. Alright, all set now, I think.

ETA3: So.... wait - how do I figure out what price the final satoshi was purchased at? ((1+PricePerSatoshi)^(1+(PriceIncreasePctPerSatoshi*SatoshisPurchased))-1)? In the r3wt example, it looks like one satoshi would cost $550 after he buys 22M BTC, which seems right. Pretty sure I'm not keeping price > 1 correctly, either... do I need some kind of logic there? If price < 1 (or Price*QtySatoshis for original formula), then do that?


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on September 14, 2014, 07:08:36 AM
Oh, FFS. -So I finally realized I should've just used the common compound interest formula, where principal is QtyBTC*BTCPrice and time is QtyBTC. Back to working on lending. Need a change of pace, soon. Will take a couple days off and not finish user debt system before pushing 0004.

ETA:
Calculates perfectly fine most weeks, and then sometimes:
https://i.imgur.com/AGbCUeo.jpg
-and I'm like... WUT?! (but now I've fixed the spacing issue, at least  :-X)

ETA2: Ran into bug with Construct 2 which is preventing lending from functioning. Waiting for fix.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Professor James Moriarty on September 15, 2014, 03:40:39 PM

 You are working so hard on it , I just wish to see you make real amount of money out of this. I think this can make at least 10btc+


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on September 16, 2014, 06:41:46 AM

 You are working so hard on it , I just wish to see you make real amount of money out of this. I think this can make at least 10btc+
Yeah, well there's a difference between working hard and working smart. :D I'm hoping it'll help me work smart if I want to try something similar in the future, because I'm really taking ~5-10x longer doing things than I should. Right now, everything's implemented, just not correctly - even found a workaround for the game-breaking bug from Construct 2 itself... just fixing my own mistakes, now. The lending screen looks so damn simple, but there's a crazy amount of stuff going on under the hood.

I don't understand the social misfit stereotype of developers, now. Their brains are clearly trained/pruned to function exceedingly well at saying exactly what they mean and planning out their statement to ensure there are no inconsistencies.... .... and that they don't get caught in loops or forget to destruct what they say, I guess. :D A lawyer/coder hybrid would have to be a flawless person, morality notwithstanding. I've had to script things in C before, and it clearly requires some type of mutant super-brain to write fluently in it. Python, I can understand, but C looks like it was written by God or something, with its mysterious ways and incomprehensible thoughts. If someone tells me they can speak a few different human-spoken languages, now, I'll probably my eyes. What I'm doing is a cake-walk in comparison, but I still struggle... would've been a great thing to start learning much sooner than later... I'm already near the end of my final major synaptic pruning stage (well, until dementia, I guess).


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on September 16, 2014, 08:20:35 AM
0004 pushed, finally. It features a small handful of what was supposed to be released something like a week ago. :D What a disaster! Plenty to fix, now, so at least I'll have bite-size things to do for 000425. I don't want to look at this project for a couple days, though.

000425 squish list:
1) Exchange screen is terrible -- fix overflow-prevention. If better way found, apply to HWInv quantity box, too. What the Hell is "integer emulation," anyway? How can you not have integers? Probably other currently-unknown ways to game Exchange logic, too. Fixed, revamped screen (see OP). Variables will still reset if you switch from buy to sell or vice versa with a quantity set in cases where you don't have enough cash or coin.
2) There's frequently no indication whether a loan was repaid or defaulted on, while notification, when it is given, is too easy to miss. It seems to always be firing and I don't see anything wrong in the code... loan icon will now change color on loan repayment or default to try being more informative and visible.
3) Dice sound needs to be compressed. 266kb (+ more since it's re-encoded in two more formats for browser compatibility) for that is insane... I doubt anyone would ever play this expecting... 2128kbps or whatever... audio quality for the single SE in the entire game. I guess Construct removes the original uncompressed file automatically, so it's fine.
4) Adjust slippage formula... Fixed.
5) Effect of BTC price on loan amounts needs to be rewritten and should apply on a logarithmic scale, instead of now when BTC price increases to something like a penny, loan request amounts tend to be <100BTC. Fixed -- price effect lessened - is now more random. Also found and fixed an issue with some rolls where it'd pay nothing. ... And found another issue where USD payout wasn't being calculated correctly. ...... And another where BTC price would sometimes not be rounded correctly. Also removed BTC price restrictions on which loan offer types would commit in hopes I fixed the problem warranting that workaround.
6) Date&Time box is sometimes displaying [] instead of [0x], esp. after layout changes. Fixed.
7) Prevent time-flow while lending pop-out is popped out? I don't see why to restrict it. If the user wants time to flow, that's his choice. It still pauses upon first opening which is what was important. ETA: -But it may cause bugs if there're any events which pop up "inside the screen." The Fire event will likely become unclickable unless its components have a higher Z-level (which'd still possibly cause display issues). Needs to be fixed. ETA2: No, that's not a problem. Fire event no longer pops up inside screens but instead uses the "Events" screen.
8 ) Inconsistent to be able to click hashrate to get to HWInv page, but you can't click exchange rate to go to exchange. Maybe HWInv page should have its own clickable box to get to it, then.... or maybe the box approach is just clutter. Fixed. Clicking the BTC price box when exchange is unlocked will send user to Exchange screen.
9) Game is loading the "Updating" page & scripts twice. Tempted to leave it in... better safe than sorry. :D Looks like it stopped displaying update progress in %, though. "Fixed." %updated should now display. Game will also now spend less time waiting for handshake. It will now only wait 100ms instead of 1s before switching screens if it doesn't detect an update. It "should" wait for a handshake without my "explicit pause," but I don't fully trust the engine. If anyone experiences an issue where their game doesn't update to 000425 once it's out, please let me know! Game will still load Update screen twice when there is an update.

Planned feature additions:
1) User debt, karma loans, debt settlement.
2) "WGSE" (casino)
3) Color-coding of Weekly I/O page line items (tiled background?? Can't change CSS for parts of multi-line text box). Right now, it's inconsistent and confusing. Shelved. I can't get this to work right with the special boxes the I/O screen uses.
4) Tiny progress bars for loans in Main & Stats screen? Done. Has some minor cosmetic quirks I'm not going to bother with (bars start completely filled due to null variables, bars all reset to 0% for any day where a new loan was issued but corrects the next day). However, because the progress bar is not styled by the game, it's possible there will be more significant issues I need to resolve for people playing in non-Chrome browsers, in Win8 or non-Windows OSes. Please let me know if this is the case!

Unplanned feature additions:
*You can now pause and unpause (set to last speed) time flow by pressing your space bar. Only applicable in "Main" or "Stats" page.

Unplanned changes:
*BTC price will now have a 1.15x multiplier added to "Adoption Trend." This simply means the price of BTC will increase faster and be more significantly affected by changes in the "Adoption Trend" variable.
*Initial difficulty reduced from 5 to 2.5. Difficulty will have a .9x multiplier added to "Adoption Trend," slowing its rise and decreasing the effect of "Adoption Trend" changes while also making it more likely to decrease. Tweaked difficulty to massively reduce the effect of "raw time" on difficulty so it's a) more viable to mine, and b) more reliant on "Adoption Trend" and less extreme exponential additions.
*Attributions button added to Options screen. It launches to a basic html with exactly the same info as what's in the resource attributions list of the OP to better ensure I'm not violating OFL & CC.BY licenses.
*BTC price starts out 100x higher than originally (now $.00001/BTC) to help compensate for USD loan payout initially struggling to pay out even $.10.
*Slippage is now a bit more significant, but still less than in 0004.

Unplanned fixes:
*Special "newb-detection" variable which has the increasingly useless/outdated welcome info will now automatically declare a user not a newb after six in-game days instead of relying on them to buy hardware which caused display issues if it was still up after lending was unlocked.
*Stats page wasn't displaying "F u l f i l l" in lending pop-out.
*Lending pop-out was saving "Speed" as a number instead of string, leading to minor screw-ups, esp. with pause/unpause feature.

Bugs introduced (but I'm too lazy to fix for next release):
{Cosmetic} Text boxes look particularly ugly on revamped Exchange screen. Maybe it's finally coming time to replace them? -Or a workaround solution by changing additive display property...?
{Cosmetic} Images in the WGSE screen need some TLC to blend it together better. As-is, I just used a feathered square selection and tweaked curves to try lessening how obvious the cutting and pasting was, but the cuts are still far too rigid without a large-enough semi-transparent bordering.
{Gameplay} Pause/unpause variables occasionally become confused. SpeedCarryover is possibly not being set appropriately on all game-caused pause events.

*Co-location will remain disabled until 00045. Will restrict electricity usage at Mom's House then, too. Ideally/realistically, someone could keep rigs at their mom's house along with other locations so they can always put some at mom's house without electricity cost liability, but this'd be a bear to code. Game should also quietly track debt to Mom and randomly present good opportunities to pay her back (maybe she loses her job or something) and wipe the karma/reputation debt.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on September 19, 2014, 02:18:14 PM
Have 1/4 of family migrating down South for Winter, other 1/4 sold house and need help moving (and w/garage sale), 1/4 encountered some water damage and need help putting in a replacement door and subflooring, and final 1/4 just came in from Virginia for a visit. I won't have much free time until after driving all the way back up from Florida after Coins in the Kingdom event. If there's a critical bug (worse than how little the loan amounts are as BTC price rises), I should be able to fix it some time before the end of the month if alerted to it. Otherwise - see y'all again in early-mid October.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on September 22, 2014, 11:29:49 AM
Casino will eventually have a total of 4 games. Three are single-player, one is multi-player.

First game is WGSE and unlocks 14 days after p2p lending is unlocked. You bet 1-1000 BTC and simply click "confirm." You can receive 0x-50x payout + $0-1000 in cash. The service can semi-randomly be "hacked." The larger its losses (based on USD value of winnings), the more likely it is for the operator to disappear. Luck affects "hack" chance, while reputation ("karma") will impact whether you win or lose. House edge will be somewhere around 5-15% excluding hacks. This'll be released in 000425.

Second game is blackjack, unlocking two months after p2p lending is unlocked, with "basic" rules (can double-down, no insurance or splits, dealer with 21 doesn't immediately end game), but card generation is unfair and favors the house. Reputation ("karma") also has a minor impact. House edge will be somewhere around 2-10% given a sane player. Bet amount is 1-100BTC. This'll be released in 0005-0006.

Third game is yet to be determined (maybe some kind of "physical" mining game similar to Dig Dug), but will be original and skill-based, EV+ given a skilled player but should "average" to be roughly EV neutral. Bet amount will be static... unsure at what amount. This'll be released with 001.

Fourth game is competitive + co-op multiplayer "original." You'll start out with a Spades-similar game. If #tricks claimed <= #tricks taken, you'll receive cards to hold in a Hold'Em-similar game in an amount equal to the number of tricks you claimed. Winner of the Hold'Em-similar round goes on to play physics-based Plinko-similar. Losers have the totally-not-humiliating option of blowing on the puck. Where puck lands determines multiplier of pot taken by winner as well as whether or not losers will receive a % of their lost stake. This is significantly EV+ for sane users, but I probably won't have this ready for alpha (001) in ~4-6 months. Buy-in will be set static at something high... unsure of amount.


At some point in the far future, a "provably fair" game may be introduced.

ETA: I'm not sure why you'd want to, but you can visit the site using https now. It's self-signed so you'll get the "blah blah blah, a centralized authority didn't bless this" warning. Certificate's also controlled by web host, so you should assume they could decrypt whatever, too. Everything's stored in the server covered by self-signed cert except for fonts, which are loaded on-demand from Google's font API via insecure connection, so the government may know which fonts you're requesting. If you're worried about that, the game should still be playable offline, so if you'd like, you can download a copy to play while forcing no http (so insecure content - fonts - won't be requested) and fonts will default to something like Ariel and probably look wrong. -Or just quit being so god-damned paranoid. ???


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: ruins on September 24, 2014, 06:28:13 AM

 Not that I know anything about game making but my 2 cents would be ;

 Focus on finishing the game with basic stuff without any features and all , just make a game that will go on for a long time without chrashing etc etc so people can start playing.

 After all of that , add features to the game , that way people will start playing the game and won't have to wait but you would still implement new stuff and people can check them if they feel like the feature worth starting over :D

quite reasonable, bro
good thinking!


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on October 10, 2014, 06:24:06 PM
Back from Florida. Went through ~50% of 000425 squish list today -- fixed a lot of bugs with lending and completed the new exchange screen. Should have rest of it fixed tomorrow. Then it needs to be tested and re-fixed the next day.

WGSE should only take a day to implement correctly. Additional loan feature additions will take 2-3 days only because the list of events for it is terribly long and complicated; hard for me to follow and comprehend. Color-coding I/O page and adding progress bar for loans should take a day... so 000425 "should be" ready for release in 7-8 days.... so it'll probably be released in 10-25 days. :D


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: busterroni on October 10, 2014, 11:42:00 PM
Back from Florida. Went through ~50% of 000425 squish list today -- fixed a lot of bugs with lending and completed the new exchange screen. Should have rest of it fixed tomorrow. Then it needs to be tested and re-fixed the next day.

WGSE should only take a day to implement correctly. Additional loan feature additions will take 2-3 days only because the list of events for it is terribly long and complicated; hard for me to follow and comprehend. Color-coding I/O page and adding progress bar for loans should take a day... so 000425 "should be" ready for release in 7-8 days.... so it'll probably be released in 10-25 days. :D
Awesome ^.^


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on October 11, 2014, 04:12:26 AM
*You can now pause and unpause (set to last speed) time flow by pressing your space bar. Only applicable in "Main" or "Stats" page.
Doesn't that sound trivial?

It took me about two hours to figure out how to write this. I tried "gut feeling" for a good while, testing and realizing I messed up. Then, I tried writing down my logic in Notepad. Over and over and over, simulating the results and still messing up because my timing was off.

Finally, I settled on:
"IF
   Speed = 0x
      Set tempspeedcarryover to speedcarryover

IF
   Speed =/= 0x
      Set speedcarryover to speed
      Set tempspeedcarryover to 0x

IF
   Speed = 0x
      Set speedcarryover to 0x

ALWAYS
      Set speed to tempspeedcarryover"

Here's my "simulation" of it:
User has 0x speed. User has 4x speedcarryover.
   Tempspeedcarryover set to speedcarryover (4x).
   Speedcarryover set to 0x.
   Speed set to tempspeedcarryover (4x).
Next instance.
   Speedcarryover set to speed (4x).
   Tempspeedcarryover set to 0x.
   Speed set to tempspeedcarryover (0x).
Next instance.
   Tempspeedcarryover set to speedcarryover (4x).
   Speedcarryover set to 0x.
   Speed set to tempspeedcarryover (4x)
Next instance.
   Speedcarryover set to speed (4x).
   Tempspeedcarryover set to 0x.
   Speed set to tempspeedcarryover (0x).


That was great! I finally figured it out. -But Construct doesn't accept my goofy brain syntax. -So I started trying to figure out this elaborate way of checking things with 5 or so events, then an event with sub-events, and every time, it failed after the first time-flow change.

In the end, two hours of chain-smoking and brow-furrowing gave the final product:
https://i.imgur.com/zDvaBAB.jpg
 :D


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on October 13, 2014, 06:26:04 PM
Today's goal is to get all of the pain-stakingly *cough* hand-crafted images scanned in and rigged up for WGSE. Should be done by end of day.

Looking at Seals With Clubs-funded third-party freerolls as a potential reward for achieving certain goals around the time of alpha release in a few months (the alternative is offering a PrimeDice rakeback up to 20% of house edge based on player performance, but it's way too easy to cheat at BMJ and I don't have the foggiest idea on how to prevent it). Unsure if enough players could be rounded up. I'm warming up to the idea of an Android release... Super-easy to do, just takes a lot of time resizing things and coming up with alternative UIs... but I need more time to figure out where I'm even going with this. :D

ETA: I'm getting carried away adding stuff in. Will be at least another day before WGSE is finished.

ETA2: Possible major feature rollout schedule:
-October releases?-
000425 - Finish 0004 lending features, add in casino (WGSE only)
00045 - Re-enable co-location, "karma stuff," finish adding news events & adoption trend checkpoints to current date
-November releases?-
000475 - Achievement system, "reward stuff," "MySQL stuff" Phase One, I really should have done the Casino as a tabbed pop-out instead of the lazy route I went (re-do)
000475a-d - MySQL emergency hotfixes
-December releases?-
0005 (pre-alpha) - fixing all the cosmetic and lesser bugs, "MySQL stuff" Phase Two (eek!), UI overhaul, mining pool overhaul
0005a-e - MySQL emergency hotfixes
000525 - Blackjack, "anti-cheat stuff" Phase One
000525a-b - "anti-cheat stuff" emergency hotfixes
00055 - UI & SE improvements, random event pack #1 release
-January releases?-
000575 - Procedural music generation, inventory system overhaul (uggggghhhh)
0006 - Competing miners, introduction of the "BMJ screen,"  achievement pack #2 release
-February releases?-
000625 - "Websocket stuff" Phase One, ASICs
000625a-l - Websocket emergency hotfixes
00065 - "Websocket stuff" Phase Two, that thing I keep forgetting about (and just forgot as I was about to type this... dammit... Oh, well - guess I may's well just do cloud mining... hmm... if I'll be doing websocket stuff......... :o)
00065a-d - Websocket emergency hotfixes
000675 - ???
-March releases?-
0007 - "MySQL stuff" Phase Three, Classified (umm... but you can probably guess)
000725 - UI improvements, procedural music generation improvements, achievement pack #3 release
00075 - AI improvements, random event pack #2 release
>00075 - ???


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on October 15, 2014, 06:10:11 AM
WGSE is basically finished. Just working on the bear attack mini-game, now. The bear's name is Lemon Resin-Hate and he fights a series of Russian dictators presidents because... Idunno, but I decided poetry should be involved, too. I hate poetry. I've also thought maybe instead of going through the list of Russian leaders, maybe it'd just be Yeltsin vomiting at the bear until the bear suffocates/drowns (is drowning technically suffocating?). Anyway - it sounded like a good idea before I thought about it, and I committed to it before thinking, too. -So that's that. -And it's nice to be able to do something without a bunch of words and text boxes.

ETA: Decided to go ahead and start in on condition-based music, too. Worried I won't be able to get this to work as I'd like. There isn't a "wait for 'X' audio to stop playing" function, so... kludging right along as best I can. :D


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: hashie on October 15, 2014, 07:16:29 AM
Nice job, this is a fun game :)


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on November 12, 2014, 12:57:27 AM
Didn't forget about this. I'd guess it's now officially in dev hell, though. :D There's a good amount of new stuff (and a big handful of fixes) ready to go, but I got a FT/OT job recently (hallelujah!) which is making this project nearly impossible to work on. I'll try to rig up the final features (ummm... I'll be excluding Putin for now) and fixes I want for the next release. I'll shoot for it being ready ~Christmas, probably this year.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: krunox123 on November 24, 2014, 06:30:36 AM
Didn't forget about this. I'd guess it's now officially in dev hell, though. :D There's a good amount of new stuff (and a big handful of fixes) ready to go, but I got a FT/OT job recently (hallelujah!) which is making this project nearly impossible to work on. I'll try to rig up the final features (ummm... I'll be excluding Putin for now) and fixes I want for the next release. I'll shoot for it being ready ~Christmas, probably this year.

Is there a way to update the game assets?
I tried to update it by pressing shift+F5 but it wont work... :'(
My game version is still "0004 testing"

I don't want to loose my bitcoin in this game  >:(
I mean, I don't want to play it all over again from the beginning.. :P


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on November 25, 2014, 12:45:17 PM
Didn't forget about this. I'd guess it's now officially in dev hell, though. :D There's a good amount of new stuff (and a big handful of fixes) ready to go, but I got a FT/OT job recently (hallelujah!) which is making this project nearly impossible to work on. I'll try to rig up the final features (ummm... I'll be excluding Putin for now) and fixes I want for the next release. I'll shoot for it being ready ~Christmas, probably this year.

Is there a way to update the game assets?
I tried to update it by pressing shift+F5 but it wont work... :'(
My game version is still "0004 testing"

I don't want to loose my bitcoin in this game  >:(
I mean, I don't want to play it all over again from the beginning.. :P
0004 is most current. I have a bunch of new stuff written up, but there're a few things I need to finish before releasing. With little free time, this is difficult. To be complete before release:
*Finish up writing in payout table for WGSE, bug-test music generator (if it works out well, I might end up being taken in by a side-project with a "perpetual music generator")
*Complete the lending mechanics which were originally slated for 0004

Eventually, I need to instance everything, too. Right now, almost everything's hard-coded in the game, which makes a good number of things very time-consuming to scale. Then again, there's a fair chance development will stop completely on the release of 000425. OTOH, I might have my work hours cut after Christmas, which'd give me more time to do this.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on November 28, 2014, 07:12:12 PM
000425 getting closer to being ready. Won't finish these two days off, but have another two coming up in less than a week and there's no holiday in it. This update has a relatively large amount of media (it's over a whole megabyte - might be two by the time it's ready!), so will be moving to a better web host I received a year's service free from, courtesy of Hypernia's StableBox.

Have been working with the audio system today and fixing some minor cosmetic issues with text from play-testing. I won or lost a bet, I think... the first "step" of the music played, and the "Loser" sprite flashed green... even though it's supposed to be red. -And the "WGSE" logo doesn't appear even though it's in the same batch of "make visible" as everything else and there's nothing abnormal about it. ???

For now, WGSE will have a simple payout scheme. There's a 50% chance of receiving 1x bet, and if you pass that roll, another 50% chance of that multiplier being 2x, then 50% of 4x, then 50% of 8x, then 25% of 16x. You have to pass each roll to go to the next multiplier roll. Luck slightly modifies the numbers you have to roll under.

Soo... 50% 0x, 20% 1x (+20%EV), 10% 2x (+20%EV), 5% 4x (+20%EV), 2.5% 8x (+20%EV), .625% 16x (+10%EV). EV is 90% of your bet (ignoring luck modifiers), then, I think.... that's how it works, right? :D

There're some extras I wanted to add, but I'll probably not get to them by the time I'm finished with user debt.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: kr105 on December 02, 2014, 08:41:14 PM
Nice and fun game! I'd add the option to speed up the time even more and/or not pause the game at every end of the week so it can run longer unattended.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on December 05, 2014, 08:39:01 AM
Nice and fun game! I'd add the option to speed up the time even more and/or not pause the game at every end of the week so it can run longer unattended.
There's a "secret" way of speeding up the game by double-clicking the time text box -- this sets speed at 20x. It's "unsupported." I don't want to encourage idling (a game genre I'm pretty sure is inherently evil), mostly because I think that's a failure on my part to make the game engaging, though I don't mean to suggest it's terribly engaging in its current existence...


000425 will be pushed within the next couple hours, ideally. Things are close enough to ready - just changing over servers. In the meantime, it's likely the site will be inaccessible. I'll post when ready.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on December 05, 2014, 10:07:44 AM
000425 is now live. Some nameserver issues remain, but are being hammered out with time. If it doesn't load for you, try again in 10-20m. Bug reports appreciated, but it'll take me a few weeks to get a hotfix out if needed.

Oh -- the casino will probably not unlock unless your game is set before March 2nd, 2010. If this is the case, you'll have to restart or live-edit the game and set CasinoUnlocked to 1, which should allow you access to the casino when you next visit the "Main" screen.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: krunox123 on December 16, 2014, 06:47:32 AM
000425 is now live. Some nameserver issues remain, but are being hammered out with time. If it doesn't load for you, try again in 10-20m. Bug reports appreciated, but it'll take me a few weeks to get a hotfix out if needed.

Oh -- the casino will probably not unlock unless your game is set before March 2nd, 2010. If this is the case, you'll have to restart or live-edit the game and set CasinoUnlocked to 1, which should allow you access to the casino when you next visit the "Main" screen.
The website is dead :(



Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on December 17, 2014, 02:50:17 AM
000425 is now live. Some nameserver issues remain, but are being hammered out with time. If it doesn't load for you, try again in 10-20m. Bug reports appreciated, but it'll take me a few weeks to get a hotfix out if needed.

Oh -- the casino will probably not unlock unless your game is set before March 2nd, 2010. If this is the case, you'll have to restart or live-edit the game and set CasinoUnlocked to 1, which should allow you access to the casino when you next visit the "Main" screen.
The website is dead :(


Nameservers are a bitch. About to go into work. Will fix it tomorrow. ETA: old host @ www.apoba.byethost17.com should work for now


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Mitchell on December 17, 2014, 08:07:20 AM
Kluge, this looks awesome. Will be playing with this to learn a bit more about mining ;)

EDIT: The screen is a bit empty when you first start. Having some kind of command line thingy showing your shares would be awesome. That would make it look and feel a lot more realistic.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on December 17, 2014, 10:59:44 PM
Kluge, this looks awesome. Will be playing with this to learn a bit more about mining ;)

EDIT: The screen is a bit empty when you first start. Having some kind of command line thingy showing your shares would be awesome. That would make it look and feel a lot more realistic.
That's a good idea. I've been thinking about what to do in the next update. I think it'll be the procedural sound generation update. It'll beep and ding and whatnot... displaying shares is a good idea. I've been thinking about wiki links, things like that... unsure. Won't get to updating nameservers for a while, I guess (now that I have "free time," it's time to head to work again). I'll update the OP with the ugly URL.

I'm not sure I like features being unlocked simply by time, either... unsure what to really do there without punishing people playing how they want as, later, more features and play-style options are included up-front.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: krunox123 on December 18, 2014, 12:49:31 PM
Why is the $/BTC rapidly going down?
Was at $0.9588 now it went down to $0.69... ???

Edit: It's $0.04/BTC now..... :o


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Mitchell on December 18, 2014, 12:59:43 PM
Why is the $/BTC rapidly going down?
Was at $0.9588 now it went down to $0.69... ???

Edit: It's $0.04/BTC now..... :o
Because that's what happened back in the day? It's one of the most famous Bitcoin crashes :P


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: krunox123 on December 18, 2014, 03:24:09 PM
Why is the $/BTC rapidly going down?
Was at $0.9588 now it went down to $0.69... ???

Edit: It's $0.04/BTC now..... :o
Because that's what happened back in the day? It's one of the most famous Bitcoin crashes :P
It's worth $0/BTC now..... >:( ???


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on December 18, 2014, 08:26:56 PM
Why is the $/BTC rapidly going down?
Was at $0.9588 now it went down to $0.69... ???

Edit: It's $0.04/BTC now..... :o
Because that's what happened back in the day? It's one of the most famous Bitcoin crashes :P
It's worth $0/BTC now..... >:( ???
;D Now imagine having $10k in user debt accumulating 25% annual interest and $1000 in new debt each month from rent and electricity costs once that system's implemented.

The game should self-correct in the next time tick if it truly hits zero (price is very likely to hit zero if you flood the exchange with coins because users cause slippage -- as a very early adopter, your own purchases and sales of coin which may be a small percentage of your holdings can have a massive impact on the exchange rate). The game has "adoption trend checkpoints" which attempt to simulate crashes and rallies based on the date in the game. They are not tied to to specific prices but are procedurally generated in each person's game, so no game is likely to emulate exactly what the price did, but there are time-based "trends" (based on historical data) in the movement of price. It is possible (but extremely unlikely) for price to increase in historical slumps and decrease during rallies. I think I also implemented some random changes to the adoption trend variable which aren't historically accurate to keep things interesting, but I might be imagining that (in such a case, the game can create new crashes and rallies or stop crashes and rallies before they did historically).


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: krunox123 on December 19, 2014, 03:34:17 PM
You need to fix the 'bug'.
I mean, the $/BTC...

Whenever the price is > than $0.1/BTC the price starts to drop very 'bad' till it reach $0/BTC.
When the price reach $0/BTC it went up slowly.
After that, it drop again till $0/BTC!!!
The process is repeated endlessly.

My $/BTC never reach > than $0.1/BTC :o

I'm on year 2019 now...the Bitcoin price is still the same.
I mean, it never change! From $0.1, drops to $0..then repeat.
I was scared...
If that happen to Bitcoin price..in the future, Bitcoin will not go nowhere.

I'm addicted to your game. lol ::)

PS: If I sold 20k Bitcoins. The Bitcoin price will go to 0, and there I can get unlimited Bitcoins. ;D


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on December 20, 2014, 10:43:28 PM
You need to fix the 'bug'.
I mean, the $/BTC...

Whenever the price is > than $0.1/BTC the price starts to drop very 'bad' till it reach $0/BTC.
When the price reach $0/BTC it went up slowly.
After that, it drop again till $0/BTC!!!
The process is repeated endlessly.

My $/BTC never reach > than $0.1/BTC :o

I'm on year 2019 now...the Bitcoin price is still the same.
I mean, it never change! From $0.1, drops to $0..then repeat.
I was scared...
If that happen to Bitcoin price..in the future, Bitcoin will not go nowhere.

I'm addicted to your game. lol ::)

PS: If I sold 20k Bitcoins. The Bitcoin price will go to 0, and there I can get unlimited Bitcoins. ;D
I'll look into the formulas. I don't have much time to play - try to spend it writing in new stuff, so can't bug-test too well. I thought I let the game "auto-pilot" with moderate growth from 2014 onward (since I don't have historical data for the future, yet), but I probably mucked it up somewhere. Thanks! Were you selling many bitcoin in your game? You're on version 000425, right (with the casino)? What's the network difficulty at?

Slippage works both ways, so if you buy 20kBTC, the price will go exactly where it was when you sold 20kBTC (or at least, it should). As a side note, the exchange screen has logic in it to prevent the price from hitting absolute zero. Iin some displays, it will round to zero, but if the game detects the actual price variable at or below 0, it'll force the price to something like $.0000001 -- the exchange screen also has sanity-checks to prevent users from selling for less than nothing.

I have a couple days off to work on it, now. Could someone confirm http://www.bmgtg.cu.cc/ works?


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Mitchell on December 20, 2014, 10:45:58 PM
bmgtg.cu.cc (http://www.bmgtg.cu.cc/) works for me ;)


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on December 20, 2014, 10:55:44 PM
I expect 00045 to be released in late January or early February, so a reasonable person should expect a release in late March or early April. Possible a hotfix will be released in a couple days.

000425a (released)
00043 (released)
00045 (unreleased, ETA 1/??/14-4/??/14)
shelved until later release

000425a-00045 feature list
1) Finally re-enable co-location.
2) Implement user debt and the user debt lose scenario
3) Add more loan outcomes other than default or being repaid in full
4) Add more WGSE payout options
5) Implement procedurally generated music (000475)
6) Add more news events, some which are educational/cosmetic, some which impact the user and may provide agency
7) Investment option for casinos, more business opportunities, special moral dilemmas in business operations (000475-0005)
8) Karma (will wait until the character creation system's rolled out)
9) Add more weight to non-historical crash and rally generation Done (also affects difficulty).
10) Tweak historical trends to better-replicate what happened, add new noise passes to price generation. Done-ish.
11) User can cause rallies and crashes by "threatening the market" ("post-tx slippage")
12) Historical difficulty checkpoints (it currently uses the AdoptionTrend variable [which is, appropriately, set for BTC Price, but is not fine-tuned in the difficulty formula] and then separated calculations factoring in time and luck) with separated calculations for time, possibly affected by user hashpower.
13) Fluctuating global energy market. Done (simple).
14) Quantity-based electricity prices. Done. (for each 10kW of power draw [rounded], electricity costs drop 1%, up to a 25% discount)
15) Global energy trends affect difficulty. (alt energy?)
16) Ability to re-wire office for 220V outlets. Done. (m3*$100 for 3.5% power efficiency increase, does not carry over if you switch office)
16) Re-write block finding & difficulty formulas to allow multiple block findings per hour and user hashrate affecting global network difficulty. (bug 27)

000425a-00045 squish list
1) Fix the WGSE logo not displaying Fixed.
2) Increase or perfect reliability of using space bar to pause and unpause time "Fixed." Chrome (likely most browsers) was disallowing JS to "see" the space bar keystroke when a clickable element was selected or previously selected (in a non-highlighted state). There doesn't appear to be a way to correct this behavior, so instead, I assigned the same function to clicking the middle mouse button (scroll wheel). Knowing not all people have a middle mouse button, the space bar is still an available option, keeping in mind it's unreliable. ETA: Casino & Lending screens will disrupt the speedcarryover variable if speed is at 0x when you click them. Also fixed.
3) Add ability to open and close casino in stats screen Fixed.
4) Force loan progress bars at zero if no loan is in progress Fixed. Issue was from copy-pasting formulas in determining whether or not to update the progress bar and only using the first loan slot's data.
5) Fix issue where users can't click the exchange rate box to get to the exchange screen Fixed.
6) Redraw the "Clear" button on the exchange screen (it's relatively blurry and slightly off-center!) Fixed.
7) Look into why BTC price & adoption trend formulas are resulting in very low, consistent BTC prices rather than high volatility Fixed!
8) Display appropriate warnings when a user is adding to Cluster 1 when the slot already contains hardware Fixed. (can finally stop including that in "Known Issues" for releases!)
9) Confirm Loan 3 button not working properly. Fixed.
10) Lending pop-out's "Repay" button off-center. Fixed.
11) Attributions page needs to be updated. Fixed.
12) Casino roll music is too loud. Fixed.
13) "Back" button in Stats screen is mis-handled with pop-out displays. Fixed.
14) Casino music really ought to stop when the bet button's pressed again. ETA: Actually, the "confirm" button should just be disabled until a run's finished. Fixed.
15) There's an audible "pop" between sound transitions (audio or audio engine??). (000475, holding up feature 5)
16) Casino roll alert texts should change color based on whether it's a win or lose notification. Fixed.
17) Loans are not re-rolling upon detection of expiry. Probably fixed. Needs testing. Changing lending code always intimidating... :-X
18) Wk I/O page's lending income is.... not right. ETA: Unable to determine cause... need to look at it with fresh eyes later.
19) "Guy sounds like a cool guy" is embarrassing. "Fixed." The static phrasing is awkward.
20) Loan progress bars should be made invisible on Exchange (visible on layout exit). Fixed.
21) Loan slot 2 isn't re-rolling every two weeks. Fixed.
22) Hardware depreciation calculation in Wk I/O is not setting its variables which track cluster value at the last two week period correctly (and check HWInv page to ensure it's also resetting that when the cluster's sold). Possibly fixed... needs testing.
23) Price affects loan amount too negatively during the first major rally. Fixed? Needs testing.
24) Any rig with more than 2 GPUs should be assumed to need an external case and thus require both more space and more money. Fixed & added alert.
25) Slippage is still a bit too extreme. Slippage effect decreased by an order of magnitude.
26) Hardware should depreciate ~10-25% immediately after it's purchased. Fixed. (15%)
27) I broke mining income calculation somehow. ETA: If personal hashrate significantly exceeds 1/6 of global hashrate (as determined by difficulty), you will always mine 1/6 of all available blocks per day. This is partly due to user hashrate not being accounted in global hashrate and also due to a longstanding issue where users cannot mine more than one block per hour (there should be six rolls taking place, not one). ETA2: This bug requires a complete re-write of the block generation code to be fixed. Need more time. ETA3: Workaround is to use a pool to mine, which is not limited this same way... though I'm not sure whether or not I prevented the game from generating >100% of the block reward if you should have more hashpower than the network (in next update, user hashpower contributes to network hashrate).
28) BTC price & difficulty displays should quit rounding to decimal places when they're no longer useful. "Fixed." Difficulty display drops decimal places once diff>1k. Bitcoin price will now always only measure down to the thousandths rather than ten-thousandths place.
29) HWInv page isn't zeroing out volume consumption impact of cases on layout start. Fixed.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on December 20, 2014, 10:58:59 PM
bmgtg.cu.cc (http://www.bmgtg.cu.cc/) works for me ;)
Thanks!


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Mitchell on December 20, 2014, 11:15:55 PM
Quote
3) Add more loan outcomes other than default or being repaid in full
Please add a dank scenario. :P


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on December 20, 2014, 11:45:48 PM
Quote
3) Add more loan outcomes other than default or being repaid in full
Please add a dank scenario. :P
A loan recently came due and went unpaid. The lendee has come to you asking for a $2M investment in a music festival, promising to repay $3M by selling bottles of water while offering the shadow of his soul as collateral. Loan $2M?

ETA: Actually... that could be fun. The lendee tells you the music festival will occur in four months.

... eight months later ...

The lendee has directed you to "dank's virtual music festival [YEAR]." Visit?

-So this crude page pops up with a horrible trumpet MIDI file playing. "Thanks for visiting." -And then it's never mentioned again. ;D


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Mitchell on December 20, 2014, 11:47:48 PM
A loan recently came due and went unpaid. The lendee has come to you asking for a $2M investment in a music festival, offering the shadow of his soul as collateral. Loan $2M?
That is perfect! I spit out my drink because I was laughing so hard. ;D


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on December 21, 2014, 04:02:19 PM
I've settled on the "killer feature" which'll bring BMJ out of pre-pre alpha and into pre-alpha. It'll introduce a faux email client which takes in all private offers from sources like Skype, IRC, and bitcointalk (... and email, obviously). This is where all the long-term offers will eventually come, along with used hardware offers. This'll come with a faux Google Docs browser which'll allow you to monitor long-term offers as well as withdraw, deposit, and determine whether or not you re-invest dividends. In case of a default, you can choose how you want to try resolving the issue (publicly call it a scam, file a police report, send a demand letter, or kiss ass and pray - all options with %success chance modified in different ways by variables tracking the user's standing in the community).

I might merge this all into what's now the lending pop-out, so it becomes a tabbed pop-out with all investment opportunities, preventing too much screen clutter. This'll come with the introduction of a new casino game and a switch from the current casino display method ("dumbass rectangles") to a tabbed format, too. Alpha will probably then come with the introduction of the websocket and multiplayer features (haven't determined where multiplayer elements would be useful outside the casino).

In lieu of a proper Android/iOS release (there are still some elements in the game I haven't figured out how to convert from click to touch since the game treats touch like the player's using an auto-clicker), it's possible the multiplayer casino could simply be copy-pasted and use all touch commands, so a user could now play, say, multiplayer poker on their phone and have it contribute to their cache of coins and cash on their BMJ game. I don't have the resources to even try handling anti-cheat properly, so instead, it'll use hash functions locally in BMJ and the phone casino. The games will locally verify enough funds exist to generate the hash code which also includes the user's declared name. Names between BMJ and the mobile casino must be identical. I'll need help setting this up when the time comes, but it prevents people from "accidentally" cheating, at least, or just simply pasting the same deposit codes over and over and over.... this is something like a year out, though. Sounds like too much a PitA to be hand-copying hashes from phone to the full BMJ client, though (would be pretty pathetic if it's easier to cheat than deposit legitimately-earned cash & coin)... there are options here... will think about them more at the proper time.

Hotfix'll be out tonight. Almost through the squish list.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on December 21, 2014, 05:32:35 PM
Lol... I was scratching my head trying to figure out why the recovery would've failed to materialize. I must've lost all the checkpoints from late 2011 to 2014 at some point when I was having trouble with backups not saving properly. Found a boat-load of other new bugs... hotfix might take until some time tomorrow to release. ETA: This project save was also apparently at a time when I didn't have the checkpoint logic saved in a group and carried it over to the Stats page, so if someone were on the Stats page, difficulty and price will calculate very differently.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on December 23, 2014, 10:20:37 AM
000425a pushed. This is somewhere between a hotfix and a minor release. >15 unique bugs fixed with a major re-write of the BTCPrice formula (it now takes four separate variables into account, has three random rolls, and seven sets of parentheses). Game's quickly approaching 2mb in uncompressed size!

There are still some major bugs lurking. Loans aren't re-rolling when they're supposed to, there's something very wrong with how the game's calculating mining income again, and half the weekly I/O screen is miscalculating what it's claiming to show. Wanted to get through those today (well, two days ago), but fixing the price formula took up more time than expected. Will call the next release 00043.

I wasn't able to test out BTC price formula much after 6/30/11, so all checkpoints after are guesstimates, and I have no idea what'll happen once the game goes off the rails on 7/2/14. Lemme know what happens. :D Important checkpoints to look at price are 4/29/11, 6/29/11, 7/27/11, 11/14/11, 1/6/12, 3/6/12, 6/6/12, 12/6/12, 1/30/13, 4/8/13, 5/1/13, 6/25/13, 7/5/13, 7/19/13, 10/5/13, 11/8/13, 12/16/13, 1/4/14, 2/3/14, 2/23/14, 3/2/14, 4/9/14, 5/17/14, and 7/1/14. If you use the exchange, your stats'll be useless to me.


ETA: In case anyone wonders how the weekly I/O screen could be so fucked... this is what the USD text box looks like on my side:
"Week's USD income from difficulty and events: $" & WeeklyBaseUSDAccumulation & newline & "USD sold at exchange: $" & WeeklyUSDOutgoExchange & newline  & "USD bought at exchange: $" & WeeklyUSDIncomeExchange & newline & "Lending profit: $" & (round(WeeklyUSDLendingIncome*100)/100) & newline & "Electricity costs accrued: $" & WeeklyUSDElectricityCost & newline  & "This week's share of office lease costs (estimate): $" & round(((OfficeSize-10)*OfficeSpaceCost)*(7/30.4)) & newline & "Hardware depreciation: $" & (round(WeeklyMV*100)/100) & newline & "Gambling profits: $" & (round(WeeklyCasinoUSDGains*100)/100) & newline & newline & "Total USD gain/loss for week: $" &  (WeeklyBaseUSDAccumulation-(round(WeeklyMV*100)/100)+(round(WeeklyUSDLendingIncome*100)/100)-(round(((OfficeSize-10)*OfficeSpaceCost)*(7/30.4)))-WeeklyUSDElectricityCost-WeeklyUSDOutgoExchange+WeeklyUSDIncomeExchange+(round(WeeklyCasinoUSDGains*100)/100)) & newline & newline & "Don't forget -- electricity and your office aren't billed for until the end of the month!"

Most of those variables have their own long formula on a separate sheet I have to hunt down, some referencing >10 other variables all which have their own formula, and which may reference even more variables.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on December 23, 2014, 01:36:58 PM
00043 pushed. Introduces >10 new bug fixes, a fluctuating global energy market, usage-based electricity cost discounts, ability to re-wire office for 220V outlets, and a new noise pass applied directly to the AdoptionTrend variable.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on January 01, 2015, 12:04:07 AM
[WIP!] New workflow schedule. One of these formats will stick, eventually. Seem to work most efficiently when I separate the thinking and doing of writing process.

Focus of 00045-0006 is to give users more options to affect the environment. Right now, a lot of things just "happen" to them; it's more EvP (and EvE) than PvE, which I don't think is accurate for the early adopter the game has the user playing, especially with the change to price calculations made lately. The user should be drowning in cash and given plenty of opportunities to see their dreams crumble by their own hand. :)

00045 (Q1 2015)
000475 (Q1 or Q2 2015)
0005 (pre-alpha!) (Q2-Q4 2015)
000525 (Q3 or Q4 2015)
00055 (Q4 2015 or Q1-2 2016)
000575 (Q1-3 2016)
0006
(???)
*Feature Creep* projects will be completed "whenever"


Personal finance mechanics
Minor feature: rewrite lending formula to always require a substantial value of BTC or demand USD instead of BTC (self-explanatory).

Major feature: User debt (user can go in debt, as indicated on the lending screen)
Components
  • Negative USD & BTC balances must be zeroed and added to new, positive debt-tracking variables
  • Debt balances must accrue interest on the start of each month
  • Debt must cause the p2p lending icon to expand and morph.
  • Too much debt results in a non-explicit game-lose scenario (the debt icon has taken up too much space for the user to be able to play effectively), with the exchange rate box being one of the last to be covered
  • Merge p2p Lending screen into Offers/Communication screen
  • Disallow BTC debt from automatically being taken
  • User BTC debt must be negotiated each time via BTCTalk and is not guaranteed

Offers/Communications mechanics
Major feature: Bitcointalk (speculation, used mining hardware)
Components
  • Copy BTCTalk elements to recreate forum style
  • Create dictionary pool of speculation thread components (threads are procedurally generated)
  • Create "SignalToNoise" variable, 0-100, starting at 20 and moving slightly and randomly each time tick (luck is a factor)
  • Game factors in SignalToNoise, AdoptionTrend, and TOTHEMOON variables to create threads out of thread components
  • Generate used CPU & GPU hardware offers by combining "new" price, a 15% "off the lot" discount, and further discount factoring in HW age.
  • Generate used ASIC offers solely by their value in mining.

Major feature: GLBSE
Components
  • Try to recreate look of GLBSE 1.0 from memory (uhh, without the PGP)
  • Create dictionary of GLBSE business components ("ad libs")
  • Piece together to generate needed variables to form businesses the user can invest in
  • Pirate offers a way to invest with less clicks.... ;D
  • User can start their own business (they roll the ad libs until they find a business plan appropriately amusing)
  • User fills out personality survey to guide business (there are no right or wrong answers, just answers with good or bad consequences) and goes to event window for major decisions
  • Really need to figure out JS chart generation


Game economy mechanics
Minor feature: "Post-tx slippage" (transactions have both an immediate effect on the price, but can also weaken or even reverse current trends, but which are "corrected" further down the road)
Components:
  • User transactions on the exchange will trigger short-term changes in the "TOTHEMOON" variables. (AdoptionTrend unaffected)
  • Game will guesstimate the effects of "post-tx slippage."
  • AdoptionTrend checkpoints will include a new variable marking whether or not it is so large that the change is unstoppable
  • "Unstoppable" trend changes will also attempt to correct any user-created market manipulation (intentional or otherwise) using the guesstimated "post-tx slippage" effects and multiplying the "TOTHEMOON" variables appropriately.

Mining mechanics
Minor feature: Time-unlocked GPU releases
Components
  • Release new GPU models using historical time-frame
  • Decrease price of "old" GPUs each time a new GPU model is released (decrease MV of relevant current user equipment by %)

Minor feature: Rewrite block generation events
Components
  • Block generation checks need to roll 6 times with 1/6 %chance each roll
  • Try to remember why this won't fix the problem and re-fix it (dammit)
  • Apply fix to every single time-tick event both in Stats & Main, fix weekly mining income formulas to account for change

Minor feature: Co-location
Components
  • Add variable tracking whether or not co-location's enabled
  • Duplicate existing time-based events (yep... all of them, including duplicating the duplicates checking whether or not the user uses a pool... and then do the same thing for all of "Stats'" unique time-tick formulas :(), originals having the condition that co-location not enabled, new ones with condition that it is
  • Determine formula adjustments needed and apply to the duplicated time-tick events

Minor feature: Convert fire event to use HW age instead of being random
Components
  • Track amount of time between date of HW purchase and "now" (use "RawDay" variable)
  • Create %chance of fire event by looking at per-slot HWAge variable each time tick

Minor feature: User contribution to global hashrate (no explanation needed)



Major feature: FPGA & ASIC introduction
Components
  • Create separate drop-down in HWInv for FPGAs & ASICs when unlocked
  • New FPGAs and ASICs come with a lead time of 2 weeks to infinite
  • FPGAs and ASICs are sold by brand and version number -- each time a new version comes out, the third-last-released version goes out of production
  • Users are permitted five new hardware cluster slots specifically for ASICs and FPGAs. If all slots are filled, old FPGA/ASIC hardware must be sold before more can be ordered.
  • Pre-production ASIC/FPGA "place in line MV" is determined by lead time estimated remaining and consumer confidence.
  • Post-production ASIC/FPGA MV is NOT affected by age, only by their value in mining.
  • Places in line can be purchased on Bitcointalk and sold on the HWInv page ("bail")

Casino mechanics


UI
Minor feature: Convert casino to tabbed window (no explanation necessary)

Major feature: Communications/Offers menu
Components
  • Create horizontally-tabbed window with slots for Bitcointalk, GLBSE, personal businesses, email/Skype, IRC, and p2p lending

*Feature Creep* UI Overhaul ("Main," "Stats," "HWInv," "Exchange," "Options," "Land")


Other
*Feature Creep* Procedurally generated music (music mood influenced by game events, maintaining a stable beat throughout and transitioning seamlessly)
Components
  • Create a beat using time-ticks
  • hard-limit game ticks/second to something a weak PC can maintain (PCs outside specs advised to disable music :()
  • Fill out time between ticks using samples (each sample is its own file, pitch adjusted by the game's audio engine if reasonable, otherwise full "ticks" made in FL) made for the default 1x speed but which sound alright at 400% tempo increase
  • User can change out instruments used (money sink!)
  • User can purchase additional melodies, bridges, etc (money sink!!)

Squish list:
1) *Feature Creep* There's an audible "pop" between sound transitions (audio or audio engine??).
2) Wk I/O page's lending income is.... not right.
3) I broke mining income calculation somehow. ETA: If personal hashrate significantly exceeds 1/6 of global hashrate (as determined by difficulty), you will always mine 1/6 of all available blocks per day. This is partly due to user hashrate not being accounted in global hashrate and also due to a longstanding issue where users cannot mine more than one block per hour (there should be six rolls taking place, not one). ETA2: This bug requires a complete re-write of the block generation code to be fixed. Need more time.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on January 01, 2015, 02:56:28 AM
I've been having a Hell of time with the block generation rewrite. I remembered what I forgot... :D Part of the trouble is just staying focused enough to get my mind wrapped around all this, the second will be worrying about how much processor power this will take.

Here's what I'm thinking the difficulty & block generation formulas should look like:

//determine #blocks network "should" generate
NetworkHashPerHour=NetworkHashrate*60*60
UserHashPerHour=UserHashrate*60*60
PctChanceHashSolvesBlock=1/(CurrentDifficulty*4295032833)
//Thank God for Pieter. (http://bitcoin.stackexchange.com/questions/10398/how-is-the-probability-of-winning-a-block-calculated-from-the-difficulty)
PctChanceNetworkSolvesBlock=NetworkHashPerHour/PctChanceHashSolvesBlock

//determine #blocks network "does" generate
//"25" is arbitrary, meant to be a balance between being an okay estimate without over-straining PC by rolling too often (if more than 25 blocks have ever been generated in a single hour, lemme know and I'll adjust this)
If random(1.00,100.00) > (100*PctChanceNetworkSolvesBlock)/25, then add 1 to NetworkBlocksSolvedLastHour, add 1 to BlocksGenerated
^do 25 times
//PctChance is ~24% each roll (.24*25=6) if NetworkHashrate and CurrentDifficulty were perfectly aligned
//BlocksGenerated tracks... blocks generated since the last difficulty reset.

//determine #blocks user generated of those
PctChanceUserSolvesBlock=UserHashRate/NetworkHashrate
If UserBlocksSolvedLastHour < NetworkBlocksSolvedLastHour AND random(1.00,100.00) > (100*PctChanceUserSolvesBlock)/25, then add 1 to UserBlocksSolvedLastHour, add 1 to BlocksGenerated
^do 25 times

//determine future difficulty
//RawHour tracks how many hours have passed since the start of the game
When NetworkBlocksSolvedLastHour > 2015, set CurrentDifficulty to LastDifficulty*((336/(RawHour-RawHourLastReset))+1)
//Definitely not right...


Need to double-check to make sure pool formulas are right as-is.


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: krunox123 on January 01, 2015, 08:22:03 AM
https://i.imgur.com/xUxp6bb.png
https://i.imgur.com/6UjQ3rm.png
I start a new game...and this bug occur! >:(


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on January 02, 2015, 01:07:50 AM
https://i.imgur.com/xUxp6bb.png
https://i.imgur.com/6UjQ3rm.png
I start a new game...and this bug occur! >:(
Heh. That's actually from the text overflowing the box. It comes from the game trying to create "substantial" (in USD value) BTC loans. My thinking was that it'd be ridiculous for someone to ask for a $.02 loan in BTC. When BTC price is very low, it takes so much BTC to be "substantial," it takes up more space than it's allowed and displays blank.

Wait a couple weeks for the loan offers to reset. Might need to wait four weeks. It needs a higher BTC price. I'm not sure how to solve this outside either checking for BTC price and disallowing BTC-denominated loans if price is too low, or just pushing out the date p2p lending's unlocked. Then again, I haven't even simulated the formula for how it'd look mid-game and late-game (I changed the formula around in 00043 to require loans be more substantial).... so'll need to check and might just come up with a new formula altogether which maybe solves both problems (early loans needing way too much BTC, late loans being relatively insubstantial in amount).


Title: Re: BMJ: Mining Simulator (pre-pre alpha)
Post by: Kluge on January 09, 2015, 05:42:54 AM
I've decided to shelve this project altogether. It's clear to me that I belong with the modding community, not here (and Rimworld's caught my interest). I don't have anywhere near the time this needs, which is disappointing because I'm not terribly satisfied just altering someone else's narrative.

I might push out a quick update fixing the lending and block generation formulas some day... still need to figure out the right way to determine future difficulty, though. :D