Week 7: Blog 7 (Detailed Analysis of Economies in MMOs)
April 23, 2025
This week wasn’t super dynamic, so I’ll go over the details in a quick summary as opposed to a day by day structure.
- Most of the time this week was centered around bugfixing and catching silly mistakes. Yes, even a well-thought plan is prone to really stupid mistakes. The transition from Godot to Python really left the early versions of the code with some… interesting issues, such as the actions loop for all actions (what makes the actions happen before the list is empty) happen after the empty list check, meaning… well, the actions wouldn’t process. Not to mention the funny lapse in judgement in the sell function, where it wouldn’t work because I emptied the value before subtracting the money, making the function do nothing. That one was on me.
- More polish happened on the text based format, along with a general ready-to-push format for the text based engine. All the data was added, some randomization was optimized, and the game is now in a fully-playable state. Well, mostly-playable, as there’s always more content I can add along with more nuance. There’s never such a thing as too little content.
- Further preparation to move the game into its original intended format (Godot). Honestly, I hadn’t expected it to be this late down in the timeline, but with most of the core framework done (and with the transition being fairly easy) it shouldn’t be too hard to rig up the game into a visual format in a week or two, depending on if I work into spring break. I additionally readied the assessment I was planning to use to validate the effectiveness of my game, which should help outline how I want the game loop to look like based on the text version of the game.
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