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Search found 192 results on 8 pages for 'economy'.

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  • Making large scale changes to an economy in a social game

    - by Zach
    Are there any examples or case studies of social games, specifically on Facebook, where the developer has made drastic changes to the economy? I'm specifically interested in examples where the old economy was based off of purchasing items with Facebook credits then moving to a new model where the same inventory or similar inventory is sold with a soft currency. The closest comparisons I've been able to find so far are looking at iOS games that have gone from purchase models to freemium models, but haven't found a comparable scenario in a social game besides larger scale MMO's.

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  • Virtual Economy Setup - Virtual currencies advice

    - by Sarah Simpson
    I'm trying to figure out how to build my virtual economy. It seems like some games have one currency and some of them have up to 3 and 4 different ones. The game is an action game which is currently single player but I'm planning on adding a tournament mode that allows users to compete against each other. The virtual goods that a user would be able to purchase would be either customization to the character or powerups and utilities that give the character more abilities in the game. The character is able to gain coins during game play. The advice I'm trying to get is whether or not it makes sense to set up more than one currency and more than two currencies? What are the pros and cons? Reference to some resources that indicate research would be great.

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  • How do you prevent inflation in a virtual economy?

    - by Tetrad
    With your typical MMORPG, players can usually farm the world for raw materials essentially forever. Monsters/mineral veins/etc are usually on some respawn timer so, other than time, there really isn't a good way to limit the amount of new currency entering the system. So that really only leaves money sinks to try to take money out of the system. What are some strategies to prevent inflation of the in-game currency?

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  • How do you prevent inflation in a virtual economy?

    - by Tetrad
    With your typical MMORPG, players can usually farm the world for raw materials essentially forever. Monsters/mineral veins/etc are usually on some sort of respawn timer, so other than time there really isn't a good way to limit the amount of new currency entering the system. That really only leaves money sinks to try to take money out of the system. What are some strategies to prevent inflation of the in-game currency?

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  • Web Design in Today's Economy

    Web Design in today's Economy In today's economy businesses are looking for cheaper ways to get their Web Design and Web Development needs met. This is not necessarily a bad thing, however with web sites you get what you pay for.

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  • Web Design in Today's Economy

    Web Design in today's Economy In today's economy businesses are looking for cheaper ways to get their Web Design and Web Development needs met. This is not necessarily a bad thing, however with web sites you get what you pay for.

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  • Venezuela's Highly Inflationary Economy Means Changes to Financial Statements

    - by Theresa Hickman
    This is a bit of an esoteric topic, but given the number of U.S. Companies (particularly oil companies) that operate and have subsidiaries in Venezuela, I think it is worthy of an honorable mention. As you may or may not know, Venezuela's currency has had some changes over the years. In 2008, the Venezuelan Bolivar became the Bolivar Fuerte which dropped three zeros. So Bs.10,000 became Bs.F.10 and all their bills and coins were changed to reflect this. Then on Jan. 8, 2010, the government devalued the currency by 100%. The conversion from VEF to USD dropped from 2.15 to 4.30. (I always wanted to visit Venezuela; I guess it's time to book my vacation). The SEC recently labeled Venezuela a highly inflationary economy. This means that US companies with investments/subsidiaries in Venezuela will need to apply highly inflationary accounting rules starting on Jan. 1, 2010. In addition, companies need to make more detailed disclosures when the Venezuelan reported balances differ from the actual US dollar denominated balances. In a nut shell, if you formerly used translation, then starting Jan 1 of this year, you must now use remeasurement (or temporal method) to restate your Venezuelan entity's financial statements. See ASC topic 830, Foreign Currency Matters, which states that "[t]he financial statements of a foreign entity in a highly inflationary economy shall be remeasured as if the functional currency were the reporting currency." For you non-accountants that I haven't bored and are still reading at this point, the reason why the SEC is doing this is to ensure financial statements are presented as accurately as possible. Hyperinflationary economies have volatile currencies, such as Venezuela (it's not every day a currency devalues 100% overnight) which can distort financial statements if the local currency (Venezuelan Bolivar Fuerte) is used as the functional currency. To make financial statements more accurate, the reporting currency of the U.S. parent (US dollars) should be used as the functional currency. FASB.orgactually has a nice write-up on this.

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  • Creating a newspaper that effects the game's economy?

    - by zardon
    I am writing a game in Objective C/cocos2d where a newspaper is a central part of what controls or rather effects the game's world economy as well as what a city might do (such as increase X, reduce Y) The newspaper is a bit like a "Chance card" in Monopoly, it has an effect on something. My question is, what is the best way to do write a newspaper that has both a random and specific effect within the game. Would the best strategy be to write out all the things a newspaper can affect, a PLIST of headlines (with placeholders). I think Tiny Tower uses a PLIST of events and it randomly picks an event, but I'm not sure how it actually parses it because certain events do different things. But then how do I parse all the scenarios that a newspaper can deliver? A big switch statement seems very long and complicated to do. I am wondering if there is a simpler way to handle this kind of thing. Related to this is that there might be no news that day and I'm not sure what the newspaper should display, should it just display the last headline? So, in summary. 1) A newspaper generates a headline, it affects different things, such as the world economy, prices, how city reacts 2) I need the newspaper to generate headlines (although there may be days when there are no headlines at all), but I am not sure how to parse it without using a big-ass switch statement. Thanks in advance.

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  • The Digital Economy bill

    <b>BBC News:</b> "The controversial Digital Economy Bill has been passed into law during the wash-up period, which sees outstanding legislation rushed through before a general election."

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  • Survey: How's Your Economy?

    - by andyleonard
    Another quick survey question, slightly off-topic: How's your economy? Have things picked up for you recently? Slowed down? Remained static? :{> Andy Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!...(read more)

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  • OOP Design for an Economy

    - by waiwai933
    Not sure where to start, so I'm just going to plow in. Let's say I'm trying to represent an economy in OOP. A basic design I've come up with is: class Person{ int $money; // Money someone has in wallet/purse int $bank_account_id; function getAmountOfMoney() function addMoney($amountToAdd) function subtractMoney($amountToSubtract) } class BankAccount{ int $money; // Money in Bank Account int $interest_per_year; function giveInterest() function depositMoney() // Calls $person->subtractMoney() function withdrawMoney() // Calls $person->addMoney() } Are there any design flaws here?

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  • Economic modelling - Resources for valuing goods

    - by Rushyo
    tl;dr: What economic/computer science books would you suggest for learning about economic valuation of goods and simulations thereof? I'm looking to create an economic model for a game based on goods created procedurally. Every natural resource and produced good would be procedurally generated, with certain goods being assigned certain uses. Fakesium might be used for the production of Weapon A and produced from Fakesium factories which use Dilithium and Widgets as reagents, where Widgets are also the product of Foo and Bar The problem is not creating the resources and their various production utlities - but getting the game's AI empires and merchants to correctly value the goods according to their scarcity, utility and production costs. I need to create a simulation of goods which allows the various game factions to assign a common value denominator (credits) to each resource, depending on how much its worth to that empire. I see the simulation being something like: "I have a high requirement for Weapon A. Since I don't have much of Fakesium, which is needed for Weapon A - I must have a high demand for Fakesium. If I can acquire Fakesium, devalue it. If not, increase its value - and also increase demand for Dilithium and Widgets too." This is very naive - because it may be much much cheaper for the empire to simply purchase Dilithium and Widgets directly rather than purchasing Fakesium, for example. Another example is two resources might allow the creation of Weapon A (Fakesium and Lieron), so we'd need to consider that. I've been scratching my head over the problem and it keeps growing. By the time the player joins the world, I'd expect enough iterations of this process to have occurred that prices would have largely normalised - and would then only trigger rarely to compensate for major changes (eg. if the player blows up the world's only Foo mine!) Could anyone suggest resources (books, largely) which outline this style of modelling, preferably in the context of simulations? Since this problem would never occur outside fantasy worlds, I figured this is probably the most likely place to find people who have encountered similar problems and I'm sure there's people who know of good places for Games Developers to start looking at less specific economic theory too. Additionally, does anyone know of any developers with blogs whose games or research applications perform similar modelling?

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  • Will making players pay a virtual currency before entering a match discourage them from playing?

    - by Bane
    I'm making a multiplayer match-making game, and by my current design, people will need to pay a small fee before joining a match. At the end of the match, the team that won will get the money. That will be a virtual currency, but still, will it discourage people to enter matches? I introduced it to make the matches matter more, because there's always a fear that you will loose your investments. I'm not talking about anything big here, but even a small amount might have a similar psychological effect as a bigger one.

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  • What economic books would you suggest for learning about economic valuation of goods and simulations thereof?

    - by Rushyo
    I'm looking to create an economic model for a game based on goods created procedurally. Every natural resource and produced good would be procedurally generated, with certain goods being assigned certain uses. Fakesium might be used for the production of Weapon A and produced from Fakesium factories which use Dilithium and Widgets as reagents, where Widgets are also the product of Foo and Bar The problem is not creating the resources and their various production utlities - but getting the game's AI empires and merchants to (Addendum: somewhat) correctly value the goods according to their scarcity, utility and production costs. I need to create a simulation of goods which allows the various game factions to assign a common value denominator (credits) to each resource, depending on how much its worth to that empire. I see the simulation being something like: "I have a high requirement for Weapon A. Since I don't have much of Fakesium, which is needed for Weapon A - I must have a high demand for Fakesium. If I can acquire Fakesium, devalue it. If not, increase its value - and also increase demand for Dilithium and Widgets too." This is very naive - because it may be much much cheaper for the empire to simply purchase Dilithium and Widgets directly rather than purchasing Fakesium, for example. Another example is two resources might allow the creation of Weapon A (Fakesium and Lieron), so we'd need to consider that. I've been scratching my head over the problem and it keeps growing. By the time the player joins the world, I'd expect enough iterations of this process to have occurred that prices would have largely normalised - and would then only trigger rarely to compensate for major changes (eg. if the player blows up the world's only Foo mine!) Could anyone suggest resources (books, largely) which outline this style of modelling, preferably in the context of simulations? Since this problem would never occur outside fantasy worlds, I figured this is probably the most likely place to find people who have encountered similar problems and I'm sure there's people who know of good places for Games Developers to start looking at less specific economic theory too. Additionally, does anyone know of any developers with blogs whose games or research applications perform similar modelling? EDIT: I think I should underline that I'm not looking for optimal solutions. I'm looking to make the actors impulsive - making rudimentary decisions based on fuzzy inputs about what they care about or don't. I'm aiming to understand the problem area better not derive answers. All the textbooks I've found seem to be about real-world economics or how to solve complex theoretical problems, neither of which are terribly relevant to the actor's decision making.

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  • You are or will be a laid off programmer - what do you do a year ago, right now, tomorrow, and next week?

    - by Adam Davis
    Many programmers, software engineers, and other technology professionals are out of work, facing layoffs, or are unprepared for layoffs though they feel secure right now. What should every programmer do right now (even if secure in their current job) to prepare them for layoffs down the road? If your boss came to your cubicle while you read this and laid you off: What would you do immediately after? What would you do tomorrow? What would you do next week? It obvious that one should always have an up to date resume, always get recommendations from people when they see you at your best (not when you're looking for a new job), etc. What are the things, step by step, that every programmer should do (or should consider doing) long before they are laid off, when they're laid off, and shortly after being laid off? This is a question with many possible facets. While I want to encourage discussion to center around programming career based answers, please reconsider before downvoting someone because they're thinking in terms of how they're going to prevent going into debt. Bonus catch-22 type question: You can study a new language or technology while out of work, but most places want you to have more than 1-2 months experience in a working environment, not just from a learning exercise. Is it worthwhile to place a priority on new (ideally in demand) skills, or should you instead hone existing skills?

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  • How should I model an economy-based game in code?

    - by Matthew G.
    I'd like to create an economy game based on an ancient civilization. I'm not sure how to design it. If I were working on a smaller game, like a copy of "Space Invaders," I'd have no problem structuring it like this: Main Control Class Graphics Class Player Class Enemy class I don't understand how I'd do this for larger projects like my economy game. Do I create a country class that contains a bunch of towns? Do the towns contain a lot building class, most contain classes of people? Do I make a path finding class that the player can access to get around?

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  • What are your experiences selling on the Android Market?

    - by RexOnRoids
    I've been hearing some good things about Google's Android Market recently, and I might look into developing for android (currently develop for iPhone OS) at some point. Are any of you Android Developers, or simultaneously developing for iPhone AND Android? What have your experiences been for developing and selling your apps on the Android Market? Does Google have their act together in their app approval/deployment process? How does being a developer/merchant on the Android Market compare with the that of the App Store? Are you making money? Do you see this market as promising? Love it? Hate it? Share your experiences on the Android Market.

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  • Algorithm to measure how "diffused" 5,000 pennies are in an economy?

    - by makerofthings7
    Please allow me to use this example/metaphor to describe an algorithm I need. Objects There are 5 thousand pennies. There are 50 cups. There is a tracking history (Passport "stamp" etc) that is associated with each penny as it moves between cups. Definition I'll define a "highly diffused" penny as one that passes through many cups. A "poorly diffused" penny is one that either passes back and forth between 2 cups Question How can I objectively measure the diffusion of a penny as: The number of moves the penny has gone through The number of cups the penny has been in A unit of time (day, week, month) Why am I doing this? I want to detect if a cup is hoarding pennies. Resistance from bad actors Since hoarding is bad, the "bad cup" may simply solicit a partner and simply move pennies between each other. This will reduce the amount of time a coin isn't in transit, and would skew hoarding detection. A solution might be to detect if a cup (or set of cups) are common "partners" with each other, though I'm not sure how to think though this problem. Broad applicability Any assistance would be helpful, since I would think that this algorithm is common to Economics The study of migration patterns of animals, citizens of a country Other natural occurring phenomena ... and probably exists as a term or concept I'm unfamiliar with.

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  • Calgary SEO For Emerging Entrepreneurs

    With the economy as it is and job security becoming a rapidly fading memory, more and more people are starting to realize that they have just as much chance of success working for themselves as they do working for a large corporation. This is a great sign for the economy as an economy is always the most stable when people are being creative, innovative, and creating value on their own.

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