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[Unity Framework ] Asset : business / economic simulation game

Discussion in 'Works In Progress - Archive' started by CitrusDev, Dec 14, 2013.

  1. CitrusDev

    CitrusDev

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    Hi there,
    we currently working on a business simulation game framework for Unity, the used language is c#.
    We have an eye on less ressources usage on the device and used design pattern for better code refactoring / reading

    The main goal of this framework is, that you can simply create all elments ( and also the dependencys between these elements ) which are needed to create a funny and complete businnes sim. game .

    There are 3 categorys ressources, buildings and employees

    • In ressources you define your ressources which are used in the game or should be created by the buildings
    • In employees you define your employees for the houses
    • In buildings you have categorys like production , consumtion, creation, destruction, and employee

    These categorys enable you to define the type of ressource in respect to a defined level and employees
    and the best thing, you can use a gui ( yed ) for creation

    In the following you will see a simple example.

    We have 2 ressources and each 1 employee and a house, all these elements are conntected.
    The arrows define if a ressource will be created or used ( in later releases we will give the devoloper the possibility to create reduced graph from the main one to get a simple overview about used ressources, emploees etc. )

    $sim1.png

    After all ressources, employees, houses and dependencys are created, you can convert this graph to a xml-file and after that it can be transladed with a java-progam to c#

    The java-console output

    $sim1a.png

    After that you can import the created cs file in your Unity project and .. here we go .. you can use your buildings, everything else
    like creating a new buildings or creating/consuming ressources over time, ( ress handling ) is done by the framework

    For the first release, mobile developers are in focus, this means, ressources will only be added, after the user pushed "a button"
    this will be a flexible option in future versions


    We are still in developing, at the moment the backgrounds works ( the controller and model ) , ( the view ) visual effekts , buildings houses or walking employees will come ..


    Comments are welcome ! :)
     
    Paddington_Bear likes this.
  2. TVE

    TVE

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    Oct 15, 2012
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    Hey,

    Thats a pretty cool looking project, but what exactly is the use of it. Is it just a graph?
     
  3. CitrusDev

    CitrusDev

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    Hi TVE,
    thank you for your question.

    We are creating an engine for business simulation games like settler etc.

    The used graph engine yed ( not created by us ) is used to create dependencys ( arrows in the image ) between the elements and also define them ( employee, buildings and ressources )

    After creation, the programmer can easily export and convert the formerly graph to a c# class which enables the written engine to work
    the engine currently covers : buildings handling ( creation, destruction, productuin consumtion etc. ) employees and ressources handling ( adding an removing values )
    This means, the programmer or game designer has the ability to create its own business games
    producton time, used / created ressources .. employees, dependencys how much ress are created with respect to employees all this can be defined in the graph

    Here you will see a very early version of the game engine ..
    3 Houses are created and are happy producing ressources
    The game engine will cover the c# code, none of us is a good designer ;)

    $sim1c.png
     
    Last edited: Dec 14, 2013
  4. TVE

    TVE

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    I think I understand a little more, but I am still trying to understand. It sounds cool, but how does it actually work? Does it just store numbers, because I dont see any GUI or display, just a few buildings and a graph. I just want to know what makes this unique and worth getting. :]
     
  5. CitrusDev

    CitrusDev

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    We currently created the controller and the model ( MVC - design pattern ) so it will be a little bit hard to show something, but we will ;)

    We store numbers, yes but much more than that, the engine handles all stuff around a business sim. game.
    In game : the gamer can build houses upgrade them, add some workers, the buidlings is then producing and consumting ressources; like the designer draft it in yed.

    Development : The programmer just add the engine to his project, add some graphics and for a simple sim. game, thats it. The engine will also handle not producing buildings like walls, markets for trading and so on.


    In the following you will see a simple call to init the engine and add a new building, also multilanguage is supported ( renaming the buildings, ress and employees )
     
  6. thedreamer

    thedreamer

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    awesome
     
  7. CitrusDev

    CitrusDev

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    We hope everyone could enjoy the last days ..

    In short
    UPDATE
    • more accurate definition in the desing prozess
    • some new graph-elements
    • added view-controller
    • simple playable example
    • removed workers ( for the present )
    • added boost option


    We are hard-working and have some updates for you.
    This version sets the focus to the designer, in the first version the designer could just define interactions beween buildings, ressources and workers.
    Now he has the ability to define objects also depending on level-state which are later used in the game.

    The graphs, while in the desgin phase, has changed. The desinger has more elements which he could use to intuituve define the game and the update sequences

    $img3.png

    There is now a boost option implemented, which reduced buildings / update / producing .. etc. time or can just used to buy new ressources

    The current development-state : ( please remember we are just programmers none of us is a designer ;) )
    you can plant a bulding, upgrade it, destroy it or just let it consume / produce
    ressources were updated and every house displays it status and progress

    $img1.png
    $img2.png

    The well is the upgraded version of the house ;)

    The programer later just need to add 2 scripts
    the sheduler and the guid-handler and the engine works if he linked gui-elements to the engine like shown in the image
    and has to put the ressources ( images and objects ) in defined folders ( ressource folder )
    $img4.png
     
    Last edited: Jan 8, 2014
  8. Sp4rk

    Sp4rk

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    Sep 24, 2012
    Posts:
    19
    Hello, CitrusDev!
    This looks awesome! Can't wait to see when it's finished!
    Do you guys have some sort of release date planned?
    The project is somewhere on the web so we can give it a shot? If you are planning to make it a free engine, it would be nice to have it on github, so others developers can help you guys out!
    Anyway, congratulations on the work!
     
  9. CitrusDev

    CitrusDev

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    Hi Sp4rk,
    thank you very much.

    We planed a first release at the end of march.

    Currently we discuss the license, at the moment we are not sure if its commercial or free / opensource
     
  10. draphaels

    draphaels

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    Looks really good. Please lets us of any further update!

     
  11. CitrusDev

    CitrusDev

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    Hi draphaels,
    we ran into some small problems
    A simple created simulation showed us, that some concept ideas were grate but not praticle so we have to change some suff.


    Questions or hint are welcome :)

    Cheers
    Citrus
     
  12. CitrusDev

    CitrusDev

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    It took a long time .. but now we are back
    we redesigned everything form ground up ..

    BusiSim
    the economic simulation framework
    BusiSim_logo.png

    Have a look at this video and see the framework working


    First model the basic of your economic / business simulation game
    ressources_model.png

    Then define buildings and their dependencies with ressources in different levels
    buidlings_model.png
    Now connect the view with the controller ( MVC ;) )
    unity_inspector_define.png


    After that define actions
    event_driven.png

    That's it ;)

    This time we will not give an release date but we think the release is really quite soon.
    Stay tuned
     
  13. CitrusDev

    CitrusDev

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    Hi there,
    here is a small overview the BusiSim-Framework provides

    • · Event handling driven actions
    • · One main thread for all buildings
    • · Different grades to handle variable stage of expansion
    • · Optional user interaction after a building finished it’s product
    • · Different buildings levels (up to 7 ) with diverse ressources and values
    • · Variable substraction / adding values in favor of connected ressources
    • · Building states : creation, upgrading, destruction , consumption, production , pause
    • · One GameObject (the Framework) to add the the scene
    • · Simple connect all visible ressources and buildings to the Framework by Unity Inspector
    • · Basic scripts for userinput
     
  14. CitrusDev

    CitrusDev

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    The question is, how simple is it to create a economic / business simulation game ?
    I wont bother you will long text and explanations ..just have a look at the info graphics

    Overall process

    ablauf_beschreibung.png
    Design

    ablauf_beschreibung_model.png
    Implementaion

    ablauf_beschreibung_in_game.png
     
  15. Paddington_Bear

    Paddington_Bear

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    Dec 9, 2012
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    274
    Love this, good to see people branching out.
    Keep it up.
     
  16. CitrusDev

    CitrusDev

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