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BeyondCloister
2004.08.13, 10:49 AM
Seeing as there is no feedback feature on the uDG blog, here is a thread to discuss anything to do with my uDG 2004 entry - Industrial Revolution.

The blog for this project can be found here (http://www.udevgames.com/index.php?option=com_mamblog&task=show&action=user&id=79)

EvolPenguin
2004.08.21, 12:40 PM
Seems neat. How are you going to choose how many people buy your products? Do you have advertising? Like, you can buy posters, or etc. and put them up to increase revenues. Can you get investors to invest in your business. Can you buy out/ invest in other businesses? Or did that not happen in the time period you are talking about.

Alex

BeyondCloister
2004.08.23, 09:26 AM
The only factor that affects sales is quality. Each city will demand so many units of a product and the supplier with the best price and / or quality gets the sales.

Part of the fund raising that allows your to spend on new technology is through investors. It will also be possible for you to invest your money in various schemes and even opponents.

BeyondCloister
2004.09.16, 07:30 PM
Here are the first screen shots released from Industrial Revolution.

http://www.cloisterroom.com/IR/map040916.jpg
This shows the main game map. Details about the currently selected factory are in the top right.

http://www.cloisterroom.com/IR/inventions040916.jpg
This shows the Inventions screen. The background image is temporary (it comes from my Metamorphosis game) and will be replaced with a similar image but depicting Industrial Revolution inventions instead of the fantasy battle stuff.

blobbo
2004.09.16, 08:30 PM
Wow, this is incredible looking! Can we try a build?

BeyondCloister
2004.09.16, 08:38 PM
Wow, this is incredible looking! Can we try a build?

Thanks. Comments like that help to refill the old motivation meter.

There is still a lot of work to be done before the game is in a state where someone other than myself can pick it up and play it.

I may be able to have something out by the end of the weekend but do not hold your breath.

blobbo
2004.09.16, 10:56 PM
Way cool! Keep it up - these games are superduper fun!

flipflop
2004.09.17, 01:03 AM
I'm looking forward to this game as well. I'm curious about a couple of things:

- You mention that it's possible to invest money in other companies. Will you be able to buy them out by purchasing 51% of their stock? Or something similar?

- Can you play the stock market?

- In the map screen shot (very nicely done for such an early release!) are some roads connecting the cities. The roads contain several dots. What do these dots represent?

Each city will demand so many units of a product and the supplier with the best price and / or quality gets the sales.

- Is it possible, once you out beat the other players selling your products at a city, to get exclusive sales rights to that city? Is it possible to have a monopoly and charge an exorbitant amount of money for that product? Perhaps pissing the people off, just like Microsoft... ;)

Keep up the great work and thanks for sharing!
John

codemattic
2004.09.17, 02:54 AM
really cool looking - especially the background on the Inventions screen!

BeyondCloister
2004.09.17, 05:26 AM
Thanks for the positive comments. Yesterday I was feeling a bit down about the whole project and nearly quit the contest but you've all changed my mind.

So many good questions asked and idea floating around my head. Already I'm beginning to see a posibility of growing this after the contest.

In the map screen shot (very nicely done for such an early release!) are some roads connecting the cities. The roads contain several dots. What do these dots represent?
As you can read in my blog on the uDevGame site, I only added in the graphics for the first time yesterday. Up until then it was all text and vector based.

The whole game is very much a board game type thing. The dots on the road represent the number of moves required to travel along the road. Different types of transport move a different number of dots per turn. Inventions can be used to improve the performance of the transport.

On to the questions involving other players and market share.
At present the game just runs single player, like SimCity, even though there are three computer players in there. My aim is to get the game fully working in this state before adding in the other players. It may end up that I run out of time and opponents are only added in a post contest version. I guess that is the beauty of a game like this - you need no opponents and yet can still play for weeks.

BeyondCloister
2004.10.02, 04:40 PM
Just another little teaser for you all until I get the first playable out in the next couple of days.

http://www.cloisterroom.com/IR/map041002.jpg

BeyondCloister
2004.10.04, 03:16 PM
I've decided to put out a version of Industrial Revolution for you lovely people to mess around with.

A lot of the game logic and controls are not implemented but it is something more than a screen shot.

Download from http://www.cloisterroom.com/IR/IR_001.zip

phydeaux
2004.10.04, 04:04 PM
Looks pretty neat. I think the UI is a large concern here.

There's a little screwiness with the buttons- if you go from one highlighted button to another too fast the first one will become unhighlighted but the second won't highlight. Also for the buttons that say what they do, there seems to be no reason to have a roll-over for those buttons.

It would be nice if there were more drag-and-drop-ness to the interface. When I want to move a unit/goods from one place to another I would like to just drag it to where I want it to go (and possibly have some sort of visual feedback, such as a line drawn from the current location to where I want it to go.) Maybe if I drag and drop from one factory to another, I will get a dialog asking me how much goods I'd like to transport from one to another, or something like that. It depends on how the play mechanics will work.

BeyondCloister
2004.10.04, 04:12 PM
I forgot to mention the obvious bit - most of the graphics are temporary or even just have text place holders.

keith
2004.10.05, 06:36 AM
A nice start with a good hint of whats to come.
For me I would like to see the continue and end turn buttons on the same bit of screen real estate. In this style of game especially in the early part its sometime neccessary to wait a few turn before you can do anything else and it would save moving the mouse.

Regards
Keith

BeyondCloister
2004.10.13, 09:23 AM
I've done so more work to the game and plan to release a new version in the next couple of days.

I've implemented a basic drag and drop ssytem for setting transport destinations. At present you are still presented with a list of transport at a location when you click on a location. Once an item of transport has been selected its icon appears with the current details. It is this icon that is dragged to the destination. I'm not 100% happy with this method.

The alternative would be to select the transport's icon directly at its present location, but things will get crowded when there is lots of transport at the same location.

Anyone have any thoughts or ideas on the subject?

drzeip
2004.10.13, 09:55 AM
How about if a circle of icons surrounds the location you click on. These can then be dragged or clicked on to see their details. Maybe you could give the icons glows or strokes so they don't collide with the background too much when there is a lot of them. One problem with this is that with more than one transport of the same kind you wouldn't be able to tell them apart. How about if just waving the mouse over the icon would bring up its details somewhere? Or just the important details like cargo and then a proper click would give you the rest?

BeyondCloister
2004.10.13, 10:04 AM
The thought of doing a circle, similar to spell casting in NeverWinter Nights, did cross my mind.
I'm just not sure how well it would work when you have lots of transport. However if I did do it NWN style then I could easily add an icon for display the next batch.

flipflop
2004.10.13, 11:48 AM
I've implemented a basic drag and drop ssytem for setting transport destinations. At present you are still presented with a list of transport at a location when you click on a location. Once an item of transport has been selected its icon appears with the current details. It is this icon that is dragged to the destination. I'm not 100% happy with this method.

Why not use the popup list to do the drag-n-drop? When the user selects a city they get a popup list of transports. From here the user can either click on a transport to get the details or click-n-drag the transport to a particular destination.

BeyondCloister
2004.10.14, 09:43 AM
I've decide to go for the icon wheel approach similar to NeverWinter Nights. My main concern with going that route was having to calculate the positions for the icons around the wheel. However thanks to NSBezierPath it all works wonderfully in a couple of lines.

I hope to release a version using this interface in the next 24 hours.

BeyondCloister
2004.10.14, 07:20 PM
Version 002 of IR can be download from my .mac webspace here:

http://homepage.mac.com/cloisterroom/

The file is called IR_002.zip. (Feel free to look at the other files there if you want.)

This version has had a UI update and some changes to the invention system.

There are no graphics for the transport yet - instead they are represented by the lightbulb graphic.

flipflop
2004.10.14, 08:08 PM
A good start. A few notes which you may or may not already know about:

- Clicking multiple times on a city (any city other than the Cotton Mill) and the city icon rotates around the circle counter clockwise... If the transport is located at the city, the transport icon will also rotate around the circle.
- Dragging the transport around seems to be rather slow. Could it be related to the white line being drawn?
- Drag works but it would be nice to have the target / destination highlight when you mouse over it to say this is a valid drop target.
- Might be nice to have a "close" widget or something in the popup circle, otherwise the user has to click somewhere outside the popup in order to close it.

- Have you thought about changing the background for the data displayed in the top center, upper right hand and upper left hand corners? It seems like one could click on a city even if that city was under one of these data displays.

Looking good!
Keep up the great work!
John

BeyondCloister
2004.10.15, 08:18 AM
Dragging the transport around seems to be rather slow. Could it be related to the white line being drawn?

What spec of computer are you using?

flipflop
2004.10.15, 12:20 PM
Quicksilver 933mhz... I believe it has an Nvidia MX video card.

BeyondCloister
2004.10.15, 12:38 PM
Strange, I've not noticed it being slow and I'm running a ~900mhz G4 iBook.

Anyone else who has tried it care to comment?

drzeip
2004.10.15, 01:33 PM
The drag and drop runs a bit slow on a 733 g4 but nothing that seriously prevents me from playing it...

Concerning destination selection:


I think the circle should be as small as possible.
When you drag to a destination the circle should stay there if there are remaining transports
When clicking transports details should be shown but the circle should remain visible. You should also be able to load and unload whilst the circle is still active. Maybe hilight the selected transport.
If there is nothing of interest at a city you shouldnt bother displaying the circle.
The transport icon should be draggable without displaying the circle to give all transports present the same destination.
The cargo status of transports should be displayed in the circle also.
I noticed that just clicking near the city brings up the circle but centered over the mouse click position. Can you make it so that it centers over the city?


One other thing, I couldn't figure out how to change destination whilst the transport is moving or have you left that out to simulate lack of fast communication during the industrial revolution?

Oh and can you make the end turn and continue buttons in the same place ( i'm lazy and can't be bothered to move the mouse to press continue )

Anyway this is turning out to be pretty fun, with all the different icons and stuff should be good...

BeyondCloister
2004.10.15, 02:25 PM
The drag and drop runs a bit slow on a 733 g4 but nothing that seriously prevents me from playing it...

If it was a real time game where response was important then I would spend some time on it. However as this is a board game simulator it will be a low priority issue with so little time left.



Concerning destination selection:


I think the circle should be as small as possible.
When you drag to a destination the circle should stay there if there are remaining transports
When clicking transports details should be shown but the circle should remain visible. You should also be able to load and unload whilst the circle is still active. Maybe hilight the selected transport.
If there is nothing of interest at a city you shouldnt bother displaying the circle.
The transport icon should be draggable without displaying the circle to give all transports present the same destination.
The cargo status of transports should be displayed in the circle also.
I noticed that just clicking near the city brings up the circle but centered over the mouse click position. Can you make it so that it centers over the city?


In order:

Any particular reason for thinking it should be a smaller circle? As more functionality is added there will be more icons to display and benefit from a larger cirlce.
Good idea. I'll try it out at some point.
I'm actually considering launching a sub circle with load and unload and other options when a transport is selected.
Additional icons will be appearing in the icon wheel that are related to the cities and factories (such as building a railway in the next version)
Dragging all transport in one go may be added as a right click / control click feature.
Next version will display the load.
Undecided about this one.



One other thing, I couldn't figure out how to change destination whilst the transport is moving or have you left that out to simulate lack of fast communication during the industrial revolution?


You are correct. Once the transport has set off there is no way to recall it as it would not have been a cost effect method. Especially when you get the trains running as they are not so easy to just turn around.


Oh and can you make the end turn and continue buttons in the same place ( i'm lazy and can't be bothered to move the mouse to press continue )


They are in different places intentionally as using the earlier button code it was possible to just click through and miss the screen - i.e. I was missing the screen when I needed to see it.

Anyway this is turning out to be pretty fun, with all the different icons and stuff should be good...
Thanks for the feedback. I did have moments of doubt but I think it will turn out okay after all.

BeyondCloister
2004.10.15, 08:08 PM
Version 003 of IR can be download from my .mac webspace here:

http://homepage.mac.com/cloisterroom/

The file is called IR_003.zip.

I've added the following:
* Graphics for the horse and cart and the train.
* Building of railways - drag the build railway icon to the city you want to build to. Just remember to do your research into railway building first.
* Trains can only move along completed railways.
* Different cities pay different prices for units. The prices is in brackets after the city's name on the map.
* London is now much further away from your factory.
* A transport's load is now displayed on the icon wheel.
* End of Turn and Continue buttons now share the same location.

Enjoy and please provide lots of nice feedback.

EvolPenguin
2004.10.15, 10:48 PM
Fun!

Sometimes though, the H&C you start with, thinks its the second train I bought. Dunno what all thats about. I need to select something else a few times, and then go back for it to be good. I have no idea whats wrong.

Alex

aaronsullivan
2004.10.20, 12:55 AM
picking seems to be a problem. As in, I click on a transport and nothing happens... even when the "tool tip" telling me what I'm pointing to is lit up.

I played for awhile even though it's horrendously repetitive. It's an addictive that way. Please allow for automated journey's (continue to load and unload automatically)

BeyondCloister
2004.10.20, 05:54 PM
Thanks for taking the time to play and report back on my game.

picking seems to be a problem. As in, I click on a transport and nothing happens... even when the "tool tip" telling me what I'm pointing to is lit up.

The selection code has been a bit flaky in the past has been revised and updated for the next release.

I played for awhile even though it's horrendously repetitive. It's an addictive that way. Please allow for automated journey's (continue to load and unload automatically)
I know what you mean by it being addictive. The game has now reached the stage where it is playable enough that I'm losing time to playing it myself so I can work out realistic values to use.

With each new release there are more thinks to see and do.

The next version has full money in / out and overall money graphs to let you see how things are going and to give you something to aim at - i.e. claw back the money you've spent on new items.

With the addition of canal barges and trains with higher capacity and different prices at different cities there are more things to think about.

BeyondCloister
2004.10.24, 08:58 AM
Time to let you get your hands on a new version of Industrial Revolution.

You can download it from here (http://www.cloisterroom.com/IR/IR_004.zip).

aaronsullivan
2004.10.24, 02:52 PM
Much more playable now. Good. I have to get back to programming though. :)

[edit: took out a complaint that was my error not the game's :) ]

Also, it seems more intuitive to drag the LOAD icon TO the cart and not the other way around (but still have the cart dragged to the unload.) Ideally, it should work both ways. :)

BeyondCloister
2004.10.24, 03:33 PM
One little quirk. You can load ONE item onto a cart by pressing the load button, but then it doesn't work after that. You have to use the drag method. That's okay until you want precision.

Also, it seems more intuitive to drag the LOAD icon TO the cart and not the other way around (but still have the cart dragged to the unload.) Ideally, it should work both ways. :)

The load button attempts to load the transport to its maximum capacity unless there is not enough stock at the factory.

I'm not sure what you are doing here or if there is a side effect of what I've created.
You are meant to first click on the transport which should then bring up a second set of icons. Then you should click on the load icon which does load as above.

BeyondCloister
2004.10.24, 05:58 PM
The second release for today.

This version has construction costs for rail and canal building.
It also has an in-game help system.
Also there have been a couple of graphical changes.

Download it from here (http://www.cloisterroom.com/IR/IR_005.zip) .

BeyondCloister
2004.10.25, 06:24 PM
Another release for you to play with.

This time I've add some new technology, added the ability to upgrade a factory, some additional running costs and some more help.

You can download version 006 from here (http://www.cloisterroom.com/IR/IR_006.zip).

BeyondCloister
2004.10.25, 07:59 PM
Here are some screens from the game for those who have not played it yet or recently.

http://www.cloisterroom.com/IR/map041025.jpg
Main map screen with icon wheel displayed.

http://www.cloisterroom.com/IR/map041025b.jpg
Main map screen with a railway being constructed.

http://www.cloisterroom.com/IR/help041025.jpg
The in-game help screen.

http://www.cloisterroom.com/IR/stats041025.jpg
The statistics screen showing the money going in and out over the game's history.

quartex
2004.10.26, 01:50 PM
This game shows promise, it reminds me a bit like Railroad Tycoon. However I think the biggest problem is the UI. I love the NWN type controls, I think the circle menus are great. But before you submit the final version of this game, I definitely think you should imrpove the help screens and the tutorial. The tutorial should be more in depth, for example it took me a while before I discovered how to move a cart from one city to another.

Some suggestions:

Can the amount of money you have be shown on the main map screen, along with your other vital stats? I though the cost of the factory (the number next to the coins on the map screen) was my total cash and so I was very confused when it didn't increase.

If the map screen only shows the current transport, shouldn't I be able to click on transports en route? I got confused because I couldn't get stats on transports that were en route to see when they would arrive.

My biggest problem is with the UI of the map screen.

I'm not sure how inventions work? I seem to get 1 research per turn, but does it cost money to invent the canal or rail technology? They seem to just cost time.

When we choose build rail or build canal between two cities, I don't see any estimate for the price. Perhaps a dialog box should pop up saying, building a rail will cost $1000 per turn and will take 8 turns, is this okay?

I think I've found a bug in v006 with accidentally building canals between cities when I don't want to. I buy a wagon. I fill it and send it to London. I invention canal technology. I think click on build canal, without dragging it to any city. Then the turn summary tells me I'm building a canal to London, even though I never told it too.

This is bad because I then go broke trying to build a canal to a city I can't reach. I suggest a confirm dialog box when building canals or rails because they are so expensive, it seems impossible to pay for them by running carts back and forth for $100 a load.

Shouldn't cities farther away have higher prices? It seems that goods sell for the same price at nearby cities as they do for far away cities.

Is there anyway to automate transports going back and forth? It seems a bit repetetive to keep having to load them and send them back and forth.

Eventually it would be nice to see random maps. Do you plan on eventually letting play build new factories or expand?

BeyondCloister
2004.10.26, 03:40 PM
Thanks for your feedback.
Lots of points so here are my thoughts.

But before you submit the final version of this game, I definitely think you should imrpove the help screens and the tutorial. The tutorial should be more in depth, for example it took me a while before I discovered how to move a cart from one city to another.

The final version will include a PDF file that contains a detailed manual. The in game help is more for those who are too lazy to read a manual. The tutorial as it stands is just a place holder while I work on other areas.

Can the amount of money you have be shown on the main map screen, along with your other vital stats?

Your money is displayed on the map screen in version 007 (due out in next day or so).

If the map screen only shows the current transport, shouldn't I be able to click on transports en route? I got confused because I couldn't get stats on transports that were en route to see when they would arrive.

I'll add that to the next version.

'm not sure how inventions work? I seem to get 1 research per turn, but does it cost money to invent the canal or rail technology? They seem to just cost time.

The inventions system is about 50% completed at present. It will all make more sense in a week or so.

When we choose build rail or build canal between two cities, I don't see any estimate for the price. Perhaps a dialog box should pop up saying, building a rail will cost $1000 per turn and will take 8 turns, is this okay?

All add that to the release 007 or 008.

Shouldn't cities farther away have higher prices? It seems that goods sell for the same price at nearby cities as they do for far away cities.
They do at present. The two cities that are 5 spaces from the factory pay 10, the city that is 7 spaces away pays 15 and the city that is 10 spaces away pays 20.

Eventually it would be nice to see random maps.
Not in the version for the contest.

Do you plan on eventually letting play build new factories or expand?
Possibly in the version for the contest, definitely for a post contest version.

All the prices in the game are just temporary at present. I will be tweaking them in the final release.

BeyondCloister
2004.10.26, 06:47 PM
Some more work has been done and here is release 007.

It can be downloaded from here (http://www.cloisterroom.com/IR/IR_007.zip).

The version highlights are:


Revamp of the End of Turn screen.
Tightening of the invention handling.
Checks are now made to prevent the accidental building of transport networks.
Current money is now displayed on the map.
It is now possible to select an in transit transport to get its details.


http://www.cloisterroom.com/IR/endturn041026.jpg
This is the revised end of turn screen.

EvolPenguin
2004.10.26, 09:29 PM
ooh, 007, sneaky.

Alex

quartex
2004.10.27, 12:59 AM
Thanks! It's awesome to see such speedy updates. I'll check out the new version tomorrow and post more feedback when I can.

The current map is fine, but for the final contest it might be nice to have several maps the player can choose from. Perhaps an easy, medium and hard map so the player can change the difficulty of the game and get some variety?

quartex
2004.10.27, 11:11 AM
Another thing I noticed, when the game starts, your don't see any stats for your starting factory. It isn't until you select the "cotton mill" that you see that stats for it. Since you only start with one factory, why can't this be selected by default. New players could be confused as the why there are no numbers next to the icons on the map screen at the start of the game.

BeyondCloister
2004.10.27, 08:47 PM
Next version for you all to try.

Download Release 008 from here (http://www.cloisterroom.com/IR/IR_008.zip).

There are a lot of cosmetic changes to the Map screen in this version.

There are now limits on the number of times a factory can be upgraded.

Upgrading a factory now doubles its stock capacity.

There is now a random chance of a disaster occurring during the construction of a canal or railway.

Added in random disaster during construction of new transport networks.

At present the only result of a disaster is an item in the Industrial Revolution News and building does not advance for a turn which means more money to reach the destination. Once construction workers have been added to the game then they may be killed in the disaster. However in the eyes of some Victorian factory owners then loss of money is a greater hardship than the loss of life. If I do get this fully implemented then Industrial Revolution could end up being the game with the highest human death count and there is not even a rocket launcher in sight!

For the sightseers who never download here is a image of the new map screen.



http://www.cloisterroom.com/IR/map041028.jpg

quartex
2004.10.28, 01:11 AM
Nice. The speeds of the different transports isn't listed, so it's hard to tell how fast they are.

I suggest replacing "Journey remaining" (which tells you have many dots remain to the destination) with "Turns reminaing" which tells you how many turns are left until the destination. I think Turns remaining would be a much more useful stat for a player to know.

BeyondCloister
2004.10.28, 06:36 AM
The speeds of the different transports isn't listed, so it's hard to tell how fast they are.

I suggest replacing "Journey remaining" (which tells you have many dots remain to the destination) with "Turns reminaing" which tells you how many turns are left until the destination. I think Turns remaining would be a much more useful stat for a player to know.

I'll list the speed of each transport in the next release.

I'll be changing "Journey remaining" to "Distance remaining".
Due to disasters that may occur the "Turns remaining" value may be wrong.
However I may add an "ETA x turns" field.

keith
2004.10.28, 11:58 PM
One suggestion is to allow a repeat on transport so that it keeps going back and forth between a supply and a demand, it then will let you concentrate on building a bit more.

The other comments is that when I put the mouse over a button, it changes colour, but then puts an extra bit over the top about half as high and a bit wider with the same text on it.

Regards
Keith

EvolPenguin
2004.10.29, 08:55 AM
AIYEEEEE,

Another Keith! Oh no, oh no. But welcome anyway.
The newest version is fun andrew.

Alex

BeyondCloister
2004.10.29, 09:16 AM
One suggestion is to allow a repeat on transport so that it keeps going back and forth between a supply and a demand, it then will let you concentrate on building a bit more.

The other comments is that when I put the mouse over a button, it changes colour, but then puts an extra bit over the top about half as high and a bit wider with the same text on it.


Thanks for the feedback Keith.

Automatic back and forth between a city and factory is implemented, along with lots of new features, in the as yet unreleased version 009.

The text that appears over the button is a tool tip as all the buttons will be icons and contain no text in the final version.

BeyondCloister
2004.10.29, 09:24 AM
I suggest you read the latest entries to my developer blog on the official uDevGames site for all the details of changes.

The blog is here (http://www.udevgames.com/index.php?option=com_mamblog&task=view&action=user&id=79).

However I have noticed that for some reason it only displays so many entries and there is no obvious way of viewing any further back. Also if you click on the link to view archived entries you get someone else's blog!!!!

aaronsullivan
2004.10.29, 10:28 AM
This will be a fun distraction after uDevGames is over. :)

Also, thanks, you reminded me to back up my blogs.

I don't know if everyone does this already, but you can just select all of your blogs on your blog archive web page starting from the top to the bottom and then just copy and paste into TextEdit. Save it and you have everything backed up... all the links work and all the pictures are included. It's pretty sweet. :D (I've only tried this going from Safari to TextEdit.)

BeyondCloister
2004.10.29, 11:32 AM
On the subject of blogs, I plan to write up an expanded and more structured version of the blog about the creation of the game and make reference to the actual development timeline. I've been logging all of the developement in Project Tracker so I can just export it all at the end . I may even add a nice feature to Project Tracker for doing some of the work for me.

BeyondCloister
2004.10.31, 07:41 PM
Release 009 is now ready to be downloaded from here (http://www.cloisterroom.com/IR/IndustrialRevolution.zip).

Lots of changes and extra bits in this version.
To save repeating myself take a look at my blog entries (http://www.udevgames.com/index.php?option=com_mamblog&task=show&action=user&id=79) for all the details.

keith
2004.11.01, 05:16 AM
I've noticeed a couple of things.
1. In the tutorial at step 4 you are told to invent the canal, and before you actually finish inventing it or build a canal, step 5 is shown telling you to build a barge.

2. When you have a few transport items going, the top left window will lock onto that transport and will not let you select say an industry to see how its going. (I hope that makes sense)

Regards
Keith

BeyondCloister
2004.11.01, 05:53 AM
1. In the tutorial at step 4 you are told to invent the canal, and before you actually finish inventing it or build a canal, step 5 is shown telling you to build a barge.

2. When you have a few transport items going, the top left window will lock onto that transport and will not let you select say an industry to see how its going. (I hope that makes sense)


1. I had thought I had got that fixed in Release 009.

2. Sorry that does not make sense :(

keith
2004.11.01, 06:36 AM
With the second on, I've open my eyes and seen that I was talking rubbish, sorry about that.

Another thing is if I buy say a horse and cart, once its built, I can load it and send it somewhere, bu to get the auto repeat to work I have to reselect the site, pick load again and then repeat. It might be nice if you could load, pick a destination and set autorepeat without having to reselect the cart again and go through 2 wheels (nwn select window thingos)

Regards
Keith

BeyondCloister
2004.11.01, 07:37 PM
Release 010 is now ready to be downloaded from here (http://www.cloisterroom.com/IR/IndustrialRevolution.zip).

Of course if you have Release 009 then you can just use the Check for Updates feature.

Mostly cosmetic changes this time, such as the proper backdrop image, but there are a couple of under the hood changes.

Once again to save repeating myself take a look at my blog entries (http://www.udevgames.com/index.php?option=com_mamblog&task=show&action=user&id=79) for all the details.

keith
2004.11.02, 05:22 AM
I have a problem with Release 10 in that when I double click it, it opens and imediately closes again. I've no idea how to give you more information than that?

ibook 800M G4, 640MB, OSX 10.3.5, OS up to date

Regards
Keith

BeyondCloister
2004.11.02, 05:28 AM
I have a problem with Release 10 in that when I double click it, it opens and imediately closes again. I've no idea how to give you more information than that?

ibook 800M G4, 640MB, OSX 10.3.5, OS up to date


Anyone else had this problem? It is developed on a computer of very similar spec to Keith's.

keith
2004.11.02, 05:44 AM
I've just tried it on the emac as well and am getting the same result.

emac 1.25M G4 768MB OSX10.3.5, os up to date

Regards
Keith

BeyondCloister
2004.11.02, 05:47 AM
I'll try it on my iMac when I get home tonight.

Is there anything appear in the console log?

keith
2004.11.02, 05:54 AM
Hope this is what you mean

regards
Keith

===== Tue Nov 02 2004 ===== 21:14:05 Australia/Sydney =====
ZeroLink: could not load .o file: /Users/andrew/Projects/Industrial Revolution/Source/build/IR.build/Industrial Revolution.build/Objects-normal/ppc/main.ob
ZeroLink: could not load .o file: /Users/andrew/Projects/Industrial Revolution/Source/build/IR.build/Industrial Revolution.build/Objects-normal/ppc/IRController.ob
ZeroLink: could not load .o file: /Users/andrew/Projects/Industrial Revolution/Source/build/IR.build/Industrial Revolution.build/Objects-normal/ppc/IRGame.ob
ZeroLink: could not load .o file: /Users/andrew/Projects/Industrial Revolution/Source/build/IR.build/Industrial Revolution.build/Objects-normal/ppc/IRGameView.ob
ZeroLink: could not load .o file: /Users/andrew/Projects/Industrial Revolution/Source/build/IR.build/Industrial Revolution.build/Objects-normal/ppc/Button.ob
ZeroLink: could not load .o file: /Users/andrew/Projects/Industrial Revolution/Source/build/IR.build/Industrial Revolution.build/Objects-normal/ppc/Player.ob
ZeroLink: could not load .o file: /Users/andrew/Projects/Industrial Revolution/Source/build/IR.build/Industrial Revolution.build/Objects-normal/ppc/Factory.ob
ZeroLink: could not load .o file: /Users/andrew/Projects/Industrial Revolution/Source/build/IR.build/Industrial Revolution.build/Objects-normal/ppc/Transport.ob
ZeroLink: could not load .o file: /Users/andrew/Projects/Industrial Revolution/Source/build/IR.build/Industrial Revolution.build/Objects-normal/ppc/City.ob
ZeroLink: could not load .o file: /Users/andrew/Projects/Industrial Revolution/Source/build/IR.build/Industrial Revolution.build/Objects-normal/ppc/Distance.ob
ZeroLink: could not load .o file: /Users/andrew/Projects/Industrial Revolution/Source/build/IR.build/Industrial Revolution.build/Objects-normal/ppc/Invention.ob
ZeroLink: could not load .o file: /Users/andrew/Projects/Industrial Revolution/Source/build/IR.build/Industrial Revolution.build/Objects-normal/ppc/Task.ob
ZeroLink: could not load .o file: /Users/andrew/Projects/Industrial Revolution/Source/build/IR.build/Industrial Revolution.build/Objects-normal/ppc/ShopItem.ob
ZeroLink: could not load .o file: /Users/andrew/Projects/Industrial Revolution/Source/build/IR.build/Industrial Revolution.build/Objects-normal/ppc/Action.ob
ZeroLink: could not load .o file: /Users/andrew/Projects/Industrial Revolution/Source/build/IR.build/Industrial Revolution.build/Objects-normal/ppc/Stats.ob
ZeroLink: could not load .o file: /Users/andrew/Projects/Industrial Revolution/Source/build/IR.build/Industrial Revolution.build/Objects-normal/ppc/Help.ob
ZeroLink: unknown symbol '_main'

BeyondCloister
2004.11.02, 05:58 AM
Thanks. Problem solved.
It looks like I must of put out the Development instead of Deployment version.

I'll rebuild and upload a new version in a couple of hours time if I can break through the firewall here to my FTP site.

keith
2004.11.02, 06:01 AM
Unfortunately I won't be able to look at it till tomorrow night after work as it is now getting on in the evening.

Well I learn't one thing about my mac tonight, the console log :-)

Good luck
Keith

BeyondCloister
2004.11.02, 02:14 PM
Release 011 is now ready to be downloaded from here (http://www.cloisterroom.com/IR/IndustrialRevolution.zip).

If you have Release 009 or above then you can just use the Check for Updates feature.

Some more cosmetic changes, a quick start game and some more disasters.

Once again to save repeating myself take a look at my blog entries (http://www.udevgames.com/index.php?option=com_mamblog&task=show&action=user&id=79) for all the details.

keith
2004.11.03, 04:22 AM
A couple of things
1. In the tutorial the buy a barge comes up once a canal is invented rather than when there is a canal.
2. I think the disaster randomness might be a bit high, my first horse and cart only got one or two steps to its destination and the same with the barge before it was destroyed, then the next horse and cart got destroyed first move out. (edit, I get a distaster in around 1 in 3 turns)
3. On the news screen some of the messages overlap. The Barge lost has a total of six lines(including the blank) and the Task research Metal completed overlaps from about line 4 1/2
4. On the Inventions screen the techology levels start too high and overlap the Industrial Revolution header.

Regards
Keith

keith
2004.11.03, 04:31 AM
One more thing, on the stats screen, the money goes up in 990 increments, maybe forcing the scale to a multiple of 1000 would be good, likewise with the money in/out graph

Regards
Keith

Peter
2004.11.04, 11:42 AM
I have to agree with Keith on the "disasters" I quickly ran out of money due to losing barges and carts.

That being said I am impressed with the current state. This has the potential to be quite entertaining :D

BeyondCloister
2004.11.04, 12:00 PM
The high frequency of disasters is more for testing purposes so I don't have to spend ages waiting for one to come along. The world will be a much safer place in the voting version ;)

BeyondCloister
2004.11.04, 02:35 PM
Release 012 is now ready to be downloaded from here (http://www.cloisterroom.com/IR/IndustrialRevolution.zip).

If you have Release 009 or above then you can just use the Check for Updates feature.

The invention system has had an overhaul for this version.
Also trains and barges cannot be bought until you have started work on a railway or canal.

Once again take a look at my blog entries (http://www.udevgames.com/index.php?option=com_mamblog&task=show&action=user&id=79) for all the details.

keith
2004.11.05, 05:17 AM
Hi, this is progressing well.

1. Still getting overlapping messages in the news page
2. I had 75 and tried to buy a horse and cart (not enough money) but it does not give any indication why you can't buy it. [not important, I just thought I'd mention it]

Thats about it for now

Keith

keith
2004.11.05, 05:24 AM
3. Barge costs 500, but it only takes 100

Keith

BeyondCloister
2004.11.05, 06:16 AM
Still getting overlapping messages in the news pageh

I've not had a chance to fix that yet. Cocoa is more than happy to tell me the length of a displayed string but not the height :(

How did you find the revised invention system?

BeyondCloister
2004.11.05, 05:09 PM
Release 013 is now ready to be downloaded from here (http://www.cloisterroom.com/IR/IndustrialRevolution.zip).

If you have Release 009 or above then you can just use the Check for Updates feature.

This is hopefully the last release with code changes.
There will be one more release but that will be to include the user guide.

Once again take a look at my blog entries (http://www.udevgames.com/index.php?option=com_mamblog&task=show&action=user&id=79) for all the details.

BeyondCloister
2005.01.30, 11:55 AM
Has anyone looked at the source code for this game or does anyone even play it?

I've made some changes that improve the performance and plugs some memory leaks.

If there is interest I will package up and release a new build and source code.

BeyondCloister
2008.05.26, 05:48 AM
This morning I decided to revisit Industrial Revolution (it seemed a good idea at 4 am when I could not sleep).

I've got a new build (10.5 only this time) that can be download from http://office.asae.co.uk/misc/IR08-1.2.dmg.zip.

I've added a full screen mode (Cmd+F - into full screen, Esc - back to a window), fixed a bug which caused it to crash if Stats screen was viewed during the first turn of the game and changed the title screen artwork.

Revisiting this is just a fun sideline project so I'm not too concerned if it does work properly on your four screen setup etc.

Next I'm going to either do some code refactoring, increase the play area from 800 x 600 to 1024 x 768 or maybe even add some of the features I never got around to adding for the contest version.

You never know, it may even be possible to read the postmortem for the game soon ;)

igame3d
2008.05.26, 10:05 AM
This thread has had over 11,000 views. Every kid in junior high school history class must stumble across this game.

BeyondCloister
2008.05.26, 10:15 AM
This thread has had over 11,000 views. Every kid in junior high school history class must stumble across this game.

A shame the game was not for sale or ran on Windows. Maybe I can start selling advertising space in the thread? ;)