




I redesigned the Town view of Argosy and I'm curious on people's opinions
It's not done but it's finally presentable. You can now actually BUILD things and place them properly.
For those curious:





It's not done but it's finally presentable. You can now actually BUILD things and place them properly.
For those curious:
Ive been working on this for quite some time now and it took me really long to work out the style of the Town View. I know the buildings as they are placed now don't all make 100% sense but I'm hoping this paper/painted visual style is received well.
For those curios
Argosy on Steam
I added some fog of war, meaning the player is forced to explore the map to find trading opportunities. The player can toggle it off at the start of the game but I'm curious what they Tycoon community thinks of this kind of mechanic in tycoon games.
For those curious:
Argosy on Steam
AI Content disclosure:
Used as a programming tool with some aspects. No AI art or assets are used in the game.
Somehow I feel like something from the animation or transition is missing but I can't quite put my finger on it. Open for suggestions
Little ants tracing the path to the nearest City. The X is also drawn Programmatically.
For those curios:
Argosy on Steam
Found this in the UTM analytics...
Are these kind of services trustable?
So i took the feedback i got and remade a map. I'm really quite happy with it but i still have some empty areas. I'm not really sure what to put there (if anything). Also open to more feedback if you have any.
Tool i used for those curious: Argosy
I'm working on a Mediaeval Trading simulation game set in the 14th century and I've got a working game but the UI is in rough shape in some parts.
I'm looking for a designer who can help me make the UI interactions not just look better and coherent but also feel good and intuitive to use.
The easiest way to see what it looks like at the moment is to check the steam page for it
There has been work on it since but this search is absolutely still necessary.
I admit I'm on a solo Dev budget but I'm open to hobbyists and paid applicants.
Ive been doing a lot of work optimizing my game and its AI loop and im now trivially running over 850 Merchants, each with 1-3 ships and each with their own personality type and memory at around 4ms on a laptop. On Desktop it comes down to ~2ms per tick (bottom right are some stats). It's also entirely decoupled from the main economy tick and the Games FPS/Rendering.
TLDR: Each of those AI are independent actors in the economy. They see prices and the world the same way as the player and try to rise through the social ranks. Each is in effect a competitor who wouldnt mind if the next pirate sank your ships.
For those interested:
Argosy on Steam
Thanks to feedback from people here I've added a lot of bits to make much more interesting maps. The text placement tool I'm especially happy with.
What other features can I add to make it look even better?
For those interested:
My game has a LOT of information which needs to be communicated to the player. While a lot of it is somewhat self explanatory, at first contact its incredibly overwhelming. The screenshot is an example that makes it visible.
First column indicates the type of good (Raw, Food, Refined etc),The Barrel/Crate indicate how much storage space is needed per item, then the Good itself, the number in stock in town, the Stock/Price indicator based on population, Buy and Sell buttons with prices, Cargo of the selected ship and then the average cost of the cargo on the ship. Beyond that there are different modes of source and destination, the selected ship, quantities, Partial fill, And then current cargo. Below that there's some more text info about spend/sold/profit this marketplace visit.
So as you can see, there is a LOT of information and I'm afraid this is one of the examples that are a bit easier to grasp...
How can i best convey huge amounts of information in a clean way? Are there any practices i can follow?
For those curious: Argosy on Steam
(Sidenote for the mods: I hope this is ok, if not, feel free to delete)
Hey everyone. I have an unusual request. I'm working on a game and I have a map editor. As a backend developer myself, I am not exactly artistically inclined, so while I have some functional maps that I've been testing with, I do not have any maps I can really proudly show off as looking good.... That is what I want to change.
So here is what I'm looking for and offering:
I want to pay one or a few artists to make maps (some real, some fantasy) and decorate them using the in editor tooling. Creating a map also involves placing coastal cities, distributing production capabilities (altho there is some convenient tooling for this) and optionally defining political regions. Most importantly tho, is the decoration part and making the maps look and feel like they come from the 14th century.
These maps will ship with the game, so you may consider this a commercial licence of sorts. I'm open to pricing suggestions but there's budget available and paid via PayPal.
To apply, please comment on this post, ideally with a portfolio or previous work of some sort. I will not reply to DMs who have not commented.
I'm happy to answer any questions you may have. Thank you to all ahead of time :D
Gave myself an absurd amount of money to test with and then i got hit by legal charges which are wealth scaled.... well money gone again but i found a bug i guess.
Im working on Argosy, a spiritual successor to Patrician 3 and I'm currently expanding the Map Editor. My question to the fans of the series: What kind of maps would you like to see? Specific world regions? Fantasy maps? Special Shapes or Types like a River only map?
So I'm building a Map Editor in my game and i thought who better to ask about the quality of the auto-generated landmasses than a community about drawn landmasses.... Jokes aside, i know its not hyper realistic but is this somewhat believable?
I've been working on a Trade/Economy Simulation game and I've been spending a long time tuning the Economy to feel real and satisfying to play in and I'm wondering how others have been doing it? Are you doing it by Theory/strategy/pattern or more by feel? Any tips?
I keep fixating on little details
For those interested: Steam
So overnight my game went from 30 wishlists to cracking 500. I'm super happy but I don't understand where they came from. I didn't do much/any posting and other stats also don't suggest crazy page visits or so.
So how can I find out where they came from?
I'm currently working on a spiritual successor to Patrician 3 and I'm looking for ways to expand upon what Patrician 3 did. Ive got the Economy and an expanded World etc but I'm curious what people think would actually meaningfully expand the mechanics. So if you could request a Patrician 3 DLC, what would it include/change?
So I'm working on a remake of Patrician 3 and progress is going very well. I want to release on steam eventually but I don't know where to start on marketing. The obvious solution would be to start posting about it but I don't want to be "that guy" who spams subreddit a with ads.
How did people here who released games manage this?