Title: BMJ: Mining Simulator (pre-pre alpha) Post by: Kluge on August 22, 2014, 05:01:28 AM Fair warning: This
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) 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 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.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.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]] 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? 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 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. 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. 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.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. 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. 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.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 :) 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. 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.on the OPs game I do not ike if you are not on the site it stops mining :( 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. Bleh. I see the issue. I'll have it fixed when 0004 is out. Sorry about that.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: Kluge on September 04, 2014, 09:52:59 PM Funny game! .... o.O I can reproduce that, but as far as I can tell, it's caused by magic. This one has me stumped.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... 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 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.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.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: 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.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: busterroni on September 09, 2014, 02:41:38 AM Bug report: 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.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. 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: 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.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. 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: busterroni on September 09, 2014, 03:56:40 AM Bug report: 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.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. 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 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 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 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 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.
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+ 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: Planned feature additions: 1) User debt, karma loans, debt settlement. 2) "WGSE" (casino) 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. Awesome ^.^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: 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
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 *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. The website is dead :(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: 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. The website is dead :(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: 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 ;) 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.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. 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? Because that's what happened back in the day? It's one of the most famous Bitcoin crashes :P 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: krunox123 on December 18, 2014, 03:24:09 PM Why is the $/BTC rapidly going down? Because that's what happened back in the day? It's one of the most famous Bitcoin crashes :P 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: Kluge on December 18, 2014, 08:26:56 PM Why is the $/BTC rapidly going down? Because that's what happened back in the day? It's one of the most famous Bitcoin crashes :P Was at $0.9588 now it went down to $0.69... ??? Edit: It's $0.04/BTC now..... :o 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'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?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 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) 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. 15) Global energy trends affect difficulty. (alt energy?) 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 15) There's an audible "pop" between sound transitions (audio or audio engine??). (000475, holding up feature 5) 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. 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). 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. :PTitle: 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. :PETA: 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. ;DTitle: 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
Offers/Communications mechanics Major feature: Bitcointalk (speculation, used mining hardware) Components
Major feature: GLBSE Components
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:
Mining mechanics Minor feature: Time-unlocked GPU releases Components
Minor feature: Rewrite block generation events Components
Minor feature: Co-location Components
Minor feature: Convert fire event to use HW age instead of being random Components
Minor feature: User contribution to global hashrate (no explanation needed) Major feature: FPGA & ASIC introduction Components
Casino mechanics UI Minor feature: Convert casino to tabbed window (no explanation necessary) Major feature: Communications/Offers menu Components
*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
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 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.https://i.imgur.com/6UjQ3rm.png I start a new game...and this bug occur! >:( 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 |