Devlog #11 - Improving the Fluctuating Market and introducing Wartime
Devlog Update - Improving the Fluctuating Market and introducing Wartime
We are thrilled to announce the latest additions and improvements to our game, which bring even more depth and realism to the gameplay experience. In this devlog, we will delve into the significant improvements that have been implemented for the Fluctuating Market system and the introduction of the Wartime variable.
Fluctuating Market Improvements:
To create a dynamic and immersive in-game economy, we previously began working on the Fluctuating Market system. This system added a realistic touch to the world by changing the prices of different items - currently based on just a time delay. To further improve the system to develop the economy and trading mechanics, we have implemented a system where the buy and sell costs of the different items vary based on their commodity type. This reflects their intrinsic value and market demand. Moreover, in the future when new items are implemented with the same commodity type they will have varying prices due to differences in their quality, rarity, or other attributes. This will introduce a layer of complexity to the trading experience, encouraging players to analyse ongoing market trends and make informed decisions when buying and selling goods.
Future Plans:
In the future, prices of items in the market will in the future fluctuate based on factors such as scarcity, popularity, and player interaction. With this change, players will then be able to experience a living, breathing marketplace where prices can rise and fall dynamically over time. In Heavenly Merchant, adaptability and strategy will be key as players navigate the ever-changing market conditions. It will be important for players to keep a keen eye on trends, seize profitable trading opportunities, and manage your resources wisely in this vibrant and dynamic economic landscape.
Coexisting with Traders:
In addition to the Fluctuating Market, we have made significant enhancements to the interaction between players and traders. Trader's item costs now reflect the economy system that they are linked to, currently the economy system they are linked to is set in the level blueprint and is initiated when the game is first turned on.
Future Plans:
In the future, traders will also adjust their inventory stock based on the fluctuating market conditions. As the prices of commodities rise or fall, traders will dynamically adapt their stock and pricing strategies to maximize their profits. This will create a more immersive and realistic trading experience, where players can engage with traders who are actively participating in the dynamic market ecosystem. These changes will add depth and complexity to the trading mechanics, providing players with an engaging and dynamic trading environment.
Wartime Variable:
In addition to the economic aspects of the game, we have introduced the Wartime variable (currently accessible by simply pressing button ('2')). The idea behind introducing variables that alter the economic system of the game is to introduce potential threats to the markets and makes the player consider the current ongoing world events to make sure they can maximize profits. For example, during a war affecting certain cities or kingdoms new challenges will be presented and yet, new opportunities. Food and weapons will be expensive to purchase and yet highly in demand should the player consider to supply them a large profit could be made.
War Mode on:
War Mode off:
Future Plans:
Other variables will be considered, such as whether a natural disaster has struck or a plague is striking a village. These things would affect prices of things such as raw materials or medicine.
The implementation of different buy/sell costs and item base values adds a layer of depth to the trading mechanics, requiring players to assess market conditions and make strategic decisions.
We are committed to continually refining and expanding our game to deliver an exceptional gaming experience. Stay tuned for future devlog updates as we work on further enhancements, bug fixes, and additional features. Your support and feedback are invaluable as we progress through the development of our game.
Get Heavenly Merchant
Heavenly Merchant
Status | Prototype |
Author | David Slavinschii |
Genre | Role Playing, Action, Adventure |
Tags | Singleplayer, Trading |
More posts
- Devlog #16 - Currency Display, Tutorial Town and Pre-Alpha Official ReleaseMay 20, 2023
- Devlog #15 - Improvements to the Trading System: Buying and Selling with Currenc...May 20, 2023
- Devlog #14 - Improved Purchasing from Traders | Quantity SupportMay 20, 2023
- Devlog #13 - Introducing Purchasing From TradersMay 20, 2023
- Devlog #12 - Introducing Trade MenuMay 20, 2023
- Devlog #10 - Introducing Market Fluctuation and Enhanced Inventory SlotsMay 20, 2023
- Devlog #9 - Refined Owner Types and Planned Future WorkJan 17, 2023
- Devlog #8 - Enhanced Owner Types, Shopkeeper Functionality, and Currency SystemJan 17, 2023
- Devlog #7 - ContainersJan 17, 2023
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