I'm slowly getting there. I try to write at least a few lines of code each day. The colony side of the Market system is almost finished. Then I'll work on the Ship side of it before I get back to working on Combat.
Part of the complication lies in the way I'm handling items. I have "stackable" items like mineral ore, which are basically one item with the quantity field set to > 1. Non-stackable items have a damage rating, which ranges from 1 to the total mass value of the item.
This system works fine until it comes time to sell or buy non-stackable items. The issues are:
1. I'd have to list the current damage rating so the buyer can be sure they're not buying a damaged item.
Solution: Can't sell damaged items on the market screen. They'll have to be "sold" via colony pickups and money transfers. This may actually lead to a little more complexity since I may have to add an escrow system, or I could let a player organization handle this.
2. If I list that I want to buy 20 Jump Engine Modules, it becomes more complex to decide which 20 engines a seller wants to sell out of his inventory, both for the UI and the code behind the scenes.
Solution: Items are "sold" to a colony from the ship's Inventory screen, where non-stackable items are listed individually and will have a price next to them if the colony is willing to buy that particular item.
3. Listing multiple non-stackable items for sale will add a lot of clutter to the market screen.
Solution: Not really sure on this one yet. I guess I'll have to add some type of robust filtering system to the market screen. I may have to play around with it a bit to see what works best.
Judging from the stuff currently posted in the blog and the wiki, this game will be awesome! I can't wait until you open it up to new players. I hope RL hasn't been too harsh on you in the interim between when you posted this and now.
ReplyDeleteThanks for the kind words Daniel. I'm hoping to open it up for a few players very soon. I still have a lot of work to do though.
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