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Author Topic: BMJ: Mining Simulator (pre-pre alpha)  (Read 9575 times)
Kluge (OP)
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October 13, 2014, 06:26:04 PM
Last edit: October 15, 2014, 05:43:14 AM by Kluge
 #61

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. Cheesy

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......... Shocked)
00065a-d - Websocket emergency hotfixes
000675 - Huh
-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 - Huh
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Kluge (OP)
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October 15, 2014, 06:10:11 AM
Last edit: October 15, 2014, 08:10:47 AM by Kluge
 #62

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

ETA: Decided to go ahead and start in on condition-based music, too. Worried I won't be able to get this to work as I'd like. There isn't a "wait for 'X' audio to stop playing" function, so... kludging right along as best I can. Cheesy
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October 15, 2014, 07:16:29 AM
 #63

Nice job, this is a fun game Smiley

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November 12, 2014, 12:57:27 AM
 #64

Didn't forget about this. I'd guess it's now officially in dev hell, though. Cheesy 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.
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November 24, 2014, 06:30:36 AM
 #65

Didn't forget about this. I'd guess it's now officially in dev hell, though. Cheesy 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... Cry
My game version is still "0004 testing"

I don't want to loose my bitcoin in this game  Angry
I mean, I don't want to play it all over again from the beginning.. Tongue

Life sucks.
Kluge (OP)
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November 25, 2014, 12:45:17 PM
 #66

Didn't forget about this. I'd guess it's now officially in dev hell, though. Cheesy 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... Cry
My game version is still "0004 testing"

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

Eventually, I need to instance everything, too. Right now, almost everything's hard-coded in the game, which makes a good number of things very time-consuming to scale. Then again, there's a fair chance development will stop completely on the release of 000425. OTOH, I might have my work hours cut after Christmas, which'd give me more time to do this.
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November 28, 2014, 07:12:12 PM
 #67

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. Huh

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? Cheesy

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.
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December 02, 2014, 08:41:14 PM
 #68

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.
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December 05, 2014, 08:39:01 AM
Last edit: December 05, 2014, 10:00:35 AM by Kluge
 #69

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.
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December 05, 2014, 10:07:44 AM
 #70

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.
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December 16, 2014, 06:47:32 AM
 #71

000425 is now live. Some nameserver issues remain, but are being hammered out with time. If it doesn't load for you, try again in 10-20m. Bug reports appreciated, but it'll take me a few weeks to get a hotfix out if needed.

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


Life sucks.
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December 17, 2014, 02:50:17 AM
Last edit: December 17, 2014, 03:01:11 AM by Kluge
 #72

000425 is now live. Some nameserver issues remain, but are being hammered out with time. If it doesn't load for you, try again in 10-20m. Bug reports appreciated, but it'll take me a few weeks to get a hotfix out if needed.

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


Nameservers are a bitch. About to go into work. Will fix it tomorrow. ETA: old host @ www.apoba.byethost17.com should work for now
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December 17, 2014, 08:07:20 AM
 #73

Kluge, this looks awesome. Will be playing with this to learn a bit more about mining Wink

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.

.
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Kluge (OP)
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December 17, 2014, 10:59:44 PM
 #74

Kluge, this looks awesome. Will be playing with this to learn a bit more about mining Wink

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

I'm not sure I like features being unlocked simply by time, either... unsure what to really do there without punishing people playing how they want as, later, more features and play-style options are included up-front.
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December 18, 2014, 12:49:31 PM
 #75

Why is the $/BTC rapidly going down?
Was at $0.9588 now it went down to $0.69... Huh

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

Life sucks.
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December 18, 2014, 12:59:43 PM
 #76

Why is the $/BTC rapidly going down?
Was at $0.9588 now it went down to $0.69... Huh

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

.
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December 18, 2014, 03:24:09 PM
 #77

Why is the $/BTC rapidly going down?
Was at $0.9588 now it went down to $0.69... Huh

Edit: It's $0.04/BTC now..... Shocked
Because that's what happened back in the day? It's one of the most famous Bitcoin crashes Tongue
It's worth $0/BTC now..... Angry Huh

Life sucks.
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December 18, 2014, 08:26:56 PM
Last edit: December 18, 2014, 08:40:28 PM by Kluge
 #78

Why is the $/BTC rapidly going down?
Was at $0.9588 now it went down to $0.69... Huh

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

The game should self-correct in the next time tick if it truly hits zero (price is very likely to hit zero if you flood the exchange with coins because users cause slippage -- as a very early adopter, your own purchases and sales of coin which may be a small percentage of your holdings can have a massive impact on the exchange rate). The game has "adoption trend checkpoints" which attempt to simulate crashes and rallies based on the date in the game. They are not tied to to specific prices but are procedurally generated in each person's game, so no game is likely to emulate exactly what the price did, but there are time-based "trends" (based on historical data) in the movement of price. It is possible (but extremely unlikely) for price to increase in historical slumps and decrease during rallies. I think I also implemented some random changes to the adoption trend variable which aren't historically accurate to keep things interesting, but I might be imagining that (in such a case, the game can create new crashes and rallies or stop crashes and rallies before they did historically).
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December 19, 2014, 03:34:17 PM
 #79

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 Shocked

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 Roll Eyes

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

Life sucks.
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December 20, 2014, 10:43:28 PM
Last edit: December 20, 2014, 10:59:27 PM by Kluge
 #80

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 Shocked

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 Roll Eyes

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

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

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