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/agdg/ - Amateur Game Development General

AGDG - The Board
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Welcome to AGDG, keep working on your game anon!
See also: /ideaguy/ | /vm/

File: 83926b4ea944e5a⋯.png (10.98 KB,414x320,207:160,sprites mockup copy.png)

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7eae0a No.28844

I've posted about this a bit on /v/agdg, but I figured that if it's been a month and I haven't given up on the project yet, I can post it here.

My goals:

>Comfy simulation game about managing a retail store

>Initially focused on grocery stores only, adding other departments and store types across several development arcs

>Want to have it run on a toaster and WinXP compatible

>Plays something like RCT meets DF

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7eae0a No.28845

File: 66e1b47f4c72d45⋯.png (124.47 KB,1550x880,155:88,asdfsdf.png)

Oh yes, and before anyone points out the SS13-styled sprites; I did use their guy as a base, but remade it, and created several of my own unique assets

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7eae0a No.28848

>>28844

Nice, I've been interested in the logistics and psychology of running a grocery store.

How realistic do you plan on making the simulation?

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7eae0a No.28849

>>28844

OP! i remember you!

i've been waiting for this thread, too ever since i saw you, spill some details when you can

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7eae0a No.28852

>>28848

One of the biggest hurdles for me is designing my classes. I keep getting caught up between thinking "I should just make these variables bytes and reduce the memory footprint, especially for saving/loading" and "it doesn't fucking matter, just use floats and references for everything, it doesn't matter how cute the storage is" and ultimately getting nothing done.

I want it to be "fairly realistic" but it won't go into the level of depth that DF does. Merchandising would be the biggest thing to be aware of. I want to have several different variants of the same product... So for example, you have one brand with apple, orange, and grape flavor snacks, you have another brand with only apple flavor, but it comes in small and large sizes. So then, you decide if you want to stock your shelves with a bunch of different flavors to hit the "likes orange" group of shoppers, or if you want to limit the flavor appeal but emphasize the bigger boxes (which sell less)

Shoppers would have a variety of preferences as well, such as favorite color, flavor, etc., as well as an race, ethnicity, and religion. All of these are factors that would affect whether they take a product from the shelf while walking past it. For example, if someone was shopping for school supplies and they saw an apple and an orange, and red is their favorite color, they might grab the apple if they are hungry enough. Likewise, if someone is food shopping and they are Jewish, they would never take non-kosher food. As part of the simulation, I can fake population demographics of the town you're in, so a scenario might be 90% Jewish shoppers, meaning some kinds of meat are completely no-go (but then other non-Jewish shoppers would complain about the lack of variety, so you'd have to balance merchandising, variety, profit, and meeting scenario objectives).

The shopper behavior would be pretty simple, too. They spawn with a loose objective like "weekly grocery shop" or "school supplies" and it would generate 3 or 5 or 7 items related to that category. If they can find everything, great. If not, they'll complain, but still buy some things unless you manage to really piss them off. The key here is that every time they enter a tile, they'll look at the products in an adjacent display, as described above. So even while they're wandering, you want to appeal to impulse to get them to put more things in their carts.

I haven't reached visual merchandising a lot yet, but high-traffic areas such as the modular endcaps on aisles, as well as the shelves at eye level would receive the most attention. Even at work, people can't fucking find things if they're on the top or bottom shelf because they didn't look there and walked right past it.

I have only some of this shit written down, so if you have more questions, I'd be happy to answer them so I can ramble on

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7eae0a No.28853

>>28852

>it doesn't fucking matter

do this one every time, you can cycle back and fix things once you know the game is a success.

>I want it to be "fairly realistic" but it won't go into the level of depth that DF does

That's a little disappointing, there's a lot of fascinating research behind the economics of how grocery stores are run. Some of the the bigger names have every inch of shelf space broken down into a science.

>Merchandising would be the biggest thing to be aware of.

Merchandising is more complicated than that example gives credit for, but I haven't given much thought into how to gamify it myself. Maybe dice roll how much each brand spends on marketing and quality every quarter?

>Shoppers would have a variety of preferences as well, such as favorite color, flavor, etc., as well as an race, ethnicity, and religion

Those are probably the easiest to represent visually, so they might be worth stick with but as far as I know the most contested demographics the player can decide between are invisible things like price sensitivity, convenience, health concerns, etc.

>Even at work, people can't fucking find things if they're on the top or bottom shelf because they didn't look there and walked right past it.

Neat, what type of grocery store do you work in? I wouldn't be so quick to blame customers, things like lighting and shelf design and make the difference when trying to draw customer attention. Could be done on purpose as well, probably worth the time of a few employees to keep shoppers not looking for a specific brand in the dark about less profitable products.

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7eae0a No.28854

>>28853

>That's a little disappointing, there's a lot of fascinating research behind the economics of how grocery stores are run. Some of the the bigger names have every inch of shelf space broken down into a science.

I'd like to incorporate some of that into how shoppers select items, but it doesn't make sense to model stuff like individual body part stats because its outside the scope of the simulation. I do want to have roughly estimated demographics for the town, as I mentioned.

>Maybe dice roll how much each brand spends on marketing and quality every quarter?

I can have "events" that do that, but things would more or less be static ... for now.

>Where do you work?

Walmart. Though to be fair, the product in question is right beside a pillar in the middle of the fucking aisle, so the shelving makes it so they're more focused on not smashing into things. Good store design there.

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7eae0a No.28855

>>28854

>but it doesn't make sense to model stuff like individual body part stats

Body parts? You mean only working with 2D shelves? There are still a ton of factors that go into what gets on the shelf past demographics.

What's the main game play loop going to look like? I'm guessing a lemonade stand style game where you decide product placement and prices over night and passively watch shoppers go by during the day. Maybe an undocking and shelving process as well.

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7eae0a No.28856

>>28855

More or less... though you'd set the shelving template and prices, and staff would go to stock them appropriately, not unlike how DF does stockpiles.

I haven't got a lot of it figured it out yet since I still have to code the damn thing

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7eae0a No.28857

>>28844

add little girls who don't know where their mommy is and need help :^)

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7eae0a No.28859

File: e2f1c6e58511cae⋯.jpg (831.62 KB,1280x1280,1:1,autism qt.jpg)

>>28857

>not QT autistic girls in their 20s

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7eae0a No.28865

File: 795fe5429518550⋯.jpg (32.96 KB,580x364,145:91,878096087_preview_van.jpg)

>>28857

Hey pedovan, the loli thread's two doors down

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7eae0a No.28897

File: cf25dbd7e0d9dd9⋯.webm (672.4 KB,852x512,213:128,2017-04-19-2048-11.webm)

VERY basic pathfinding at incredible hihg speed

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7eae0a No.28898

File: c9940ccf397e388⋯.png (8.52 KB,522x524,261:262,ayy.png)

>Stylized barcode applied to title card

Mite b cool

Impossible to make out right now, but I like the idea

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7eae0a No.28918

>>28898

>>28844

small decoration idea:

>numbers in barcode are either all 66666666 or equal to 666

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7eae0a No.28923

>>28918

Well the barcodes I used in GROCERY for >>28898 actually do correspond to their decimal ascii value

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87f6eb No.29226

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60ca0b No.29326

>>29226

Welp, better than I can do. Time to give up

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72562b No.29340

>>29326

There will always be a better version of whatever game you want to make, amateur game devving might as well die if people are going to let that get in their way of their games.

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