What changed
0 fixes0 additions1 change0 removals
changedFriends! We are glad to inform you that we have finished work on the first part of a big update, in which we did a lot of work on the game and introduced a completely new functionality. We had to redo or change the code of almost the entire game, so that you could see something new in the history of truck simulators. But just yesterday, we finished work on the concept of a gaming economy, which will determine the development of the project for the near future. This is indeed a very important gaming moment at which many gaming systems close. The introduction of a completely new economic system requires a little extra attention, so we decided to postpone the publication of the update to the second half of the month. Here we give a detailed description of the accepted economic concept. Of course, in the future it will be improved, but the essence will remain unchanged. The central object of trade will now be the “Commodity Exchange”. The commodity exchange contains all the information about the production of goods. Through the stock exchange of goods is the purchase of goods. The player approaches the Object of access to the Commodity Exchange, he opens a menu that contains information: * Product Name * Quantity of goods in stock * Current unit price * Amount of goods in the cargo box (minimum shipping batch of goods) * Cargo box cost * The number of cargo boxes to purchase * Purchase cost * Place of purchase Shipment of goods occurs in the form of cargo boxes, which contain a certain amount of goods. A cargo box is a physical object that a player will transport. The larger the warehouse, the larger the consignment of goods in the cargo box, the larger the cargo box. Having visited the Exchange of goods, the player selects the required number of cargo boxes and clicks the "To ship goods" button. On the "Shipping site" of the corresponding warehouse, the required number of cargo boxes is created that contain information: * Shipping Name * amount of cargo For example, the minimum shipping batch from the warehouse of the Lind factory which produces spare parts for cars is 100 units. This is one cargo box measuring 2x2x2 meters, which contains 100 units of “spare parts” goods. After purchasing a batch, you can pick up cargo boxes from the Lind factory warehouse shipping site. If a player has purchased 3 cargo boxes, then 3 cargo boxes of 100 units of goods are created on the loading site. In the "Accepted Orders" appears information on the purchased goods. The player closes the goods exchange, travels to the corresponding "Shipping Dock" and picks up the goods. In order to sell the purchased goods, the player also visits the “Commodity Exchange”, selects a warehouse that buys the goods at the best price, goes to his Purchasing site, unloads the goods that he wants to sell on it, approaches the warehouse manager and sells the goods at the corresponding price. Production unit. The “Production Block” is an independent Game Object, which plays the role of “Factory”, “Warehouse” and “Shop”. The production unit has a "Shipping site", "Purchasing site." Production units are directly responsible for the creation of the product, the formation of its value, storage and sale of goods. One production unit, can create only one type of product, but can purchase several. In one place, there may be several production units. The cost of goods for sale and purchase is calculated according to the formula cost = (1 - maximum storage volume / quantity of goods in stock) * base cost. Thus, a difference in price potential is created for an even distribution of goods in the city (in the future, the system will be improved for more flexible and natural pricing). During operation, the Production Unit in the role of “Factory” creates products in accordance with the production cycles specified for it. The manufactured product is placed in a storage warehouse and subtracts from the storage warehouse the number of ingredients spent on the production of products and updates the information in the “Commodity Exchange”. The production unit in the roles of “Warehouse” and “Store” breaks up lots of goods into smaller ones. So, if “Factory” sells only large bulk lots of goods that can only be transferred by truck, for example, 100 units in one cargo box, “Warehouse” can sell lots of goods at 50 or 10 units in one cargo box, which can already be translate in vehicles with lower carrying capacity, and the “Shop” carries out the retail sale of goods. Thanks to such a system, we can equally set the need for vehicles that are interesting to the player. If someone likes to drive a truck, then he will find a job for himself. If someone likes to drive a car more, then he will find something for himself. Even if someone likes motorcycles, then he also will not remain idle. The opportunity also opens up for the construction of new “Production blok ”within the framework of an existing system, which means if necessary, we can easily bring this system into the game. Shipping site The platform on which the goods purchased by the player appear. Procurement site The platform on which the player puts the goods for the sale of goods to the enterprise In order to pick up or put a cargo box on the platform, the player parks his car so that it would be possible to go from the "Cargo compartment" to the warehouse, in the case of bulk cargo or if the cargo is not too heavy then the player can carry it in his hands, for example, in small quantities. To sell goods, the player puts the goods on the “Purchasing platform”, approaches the warehouse manager who accepts the goods Such game mechanics will naturally limit the movement of a player with a heavy load in his hands around the city and create the conditions for the player to strive to get to the warehouse as close as possible. On the other hand, we remove the strict restrictive framework for parking the trailer as it was before, which seems more correct to us. Now the player will independently determine how well he has parked his car at the warehouse so that he can freely load the purchased freight boxes into his car. At the moment, cargo loading will be carried out in manual mode. The player naturally picks up the load, no matter how heavy and voluminous it is and carries it into the cargo compartment of the car. We understand that this is not logical and unnatural. In the future, we will change this situation to a more logical loading, for example, using a loader. Cargo. It contains statistics on the quantity of goods and its name. The player can pick up the cargo, only within the warehouse and cargo compartment Application system. The economy is self-regulating, but if for some reason there are imbalances in the quantity of goods in warehouses, and the difference in price does not exceed a certain threshold, then an "enterprise application" is formed with a fixed price for the delivery of products. This is an old freight system that will work in parallel with the new system. If the player does not have the desire to independently seek profitable offers, or for some other reason he wants to use the new system, then he will be able to use the old system.
Trucking changes
changedFriends! We are glad to inform you that we have finished work on the first part of a big update, in which we did a lot of work on the game and introduced a completely new functionality. We had to redo or change the code of almost the entire game, so that you could see something new in the history of truck simulators. But just yesterday, we finished work on the concept of a gaming economy, which will determine the development of the project for the near future. This is indeed a very important gaming moment at which many gaming systems close. The introduction of a completely new economic system requires a little extra attention, so we decided to postpone the publication of the update to the second half of the month. Here we give a detailed description of the accepted economic concept. Of course, in the future it will be improved, but the essence will remain unchanged. The central object of trade will now be the “Commodity Exchange”. The commodity exchange contains all the information about the production of goods. Through the stock exchange of goods is the purchase of goods. The player approaches the Object of access to the Commodity Exchange, he opens a menu that contains information: * Product Name * Quantity of goods in stock * Current unit price * Amount of goods in the cargo box (minimum shipping batch of goods) * Cargo box cost * The number of cargo boxes to purchase * Purchase cost * Place of purchase Shipment of goods occurs in the form of cargo boxes, which contain a certain amount of goods. A cargo box is a physical object that a player will transport. The larger the warehouse, the larger the consignment of goods in the cargo box, the larger the cargo box. Having visited the Exchange of goods, the player selects the required number of cargo boxes and clicks the "To ship goods" button. On the "Shipping site" of the corresponding warehouse, the required number of cargo boxes is created that contain information: * Shipping Name * amount of cargo For example, the minimum shipping batch from the warehouse of the Lind factory which produces spare parts for cars is 100 units. This is one cargo box measuring 2x2x2 meters, which contains 100 units of “spare parts” goods. After purchasing a batch, you can pick up cargo boxes from the Lind factory warehouse shipping site. If a player has purchased 3 cargo boxes, then 3 cargo boxes of 100 units of goods are created on the loading site. In the "Accepted Orders" appears information on the purchased goods. The player closes the goods exchange, travels to the corresponding "Shipping Dock" and picks up the goods. In order to sell the purchased goods, the player also visits the “Commodity Exchange”, selects a warehouse that buys the goods at the best price, goes to his Purchasing site, unloads the goods that he wants to sell on it, approaches the warehouse manager and sells the goods at the corresponding price. Production unit. The “Production Block” is an independent Game Object, which plays the role of “Factory”, “Warehouse” and “Shop”. The production unit has a "Shipping site", "Purchasing site." Production units are directly responsible for the creation of the product, the formation of its value, storage and sale of goods. One production unit, can create only one type of product, but can purchase several. In one place, there may be several production units. The cost of goods for sale and purchase is calculated according to the formula cost = (1 - maximum storage volume / quantity of goods in stock) * base cost. Thus, a difference in price potential is created for an even distribution of goods in the city (in the future, the system will be improved for more flexible and natural pricing). During operation, the Production Unit in the role of “Factory” creates products in accordance with the production cycles specified for it. The manufactured product is placed in a storage warehouse and subtracts from the storage warehouse the number of ingredients spent on the production of products and updates the information in the “Commodity Exchange”. The production unit in the roles of “Warehouse” and “Store” breaks up lots of goods into smaller ones. So, if “Factory” sells only large bulk lots of goods that can only be transferred by truck, for example, 100 units in one cargo box, “Warehouse” can sell lots of goods at 50 or 10 units in one cargo box, which can already be translate in vehicles with lower carrying capacity, and the “Shop” carries out the retail sale of goods. Thanks to such a system, we can equally set the need for vehicles that are interesting to the player. If someone likes to drive a truck, then he will find a job for himself. If someone likes to drive a car more, then he will find something for himself. Even if someone likes motorcycles, then he also will not remain idle. The opportunity also opens up for the construction of new “Production blok ”within the framework of an existing system, which means if necessary, we can easily bring this system into the game. Shipping site The platform on which the goods purchased by the player appear. Procurement site The platform on which the player puts the goods for the sale of goods to the enterprise In order to pick up or put a cargo box on the platform, the player parks his car so that it would be possible to go from the "Cargo compartment" to the warehouse, in the case of bulk cargo or if the cargo is not too heavy then the player can carry it in his hands, for example, in small quantities. To sell goods, the player puts the goods on the “Purchasing platform”, approaches the warehouse manager who accepts the goods Such game mechanics will naturally limit the movement of a player with a heavy load in his hands around the city and create the conditions for the player to strive to get to the warehouse as close as possible. On the other hand, we remove the strict restrictive framework for parking the trailer as it was before, which seems more correct to us. Now the player will independently determine how well he has parked his car at the warehouse so that he can freely load the purchased freight boxes into his car. At the moment, cargo loading will be carried out in manual mode. The player naturally picks up the load, no matter how heavy and voluminous it is and carries it into the cargo compartment of the car. We understand that this is not logical and unnatural. In the future, we will change this situation to a more logical loading, for example, using a loader. Cargo. It contains statistics on the quantity of goods and its name. The player can pick up the cargo, only within the warehouse and cargo compartment Application system. The economy is self-regulating, but if for some reason there are imbalances in the quantity of goods in warehouses, and the difference in price does not exceed a certain threshold, then an "enterprise application" is formed with a fixed price for the delivery of products. This is an old freight system that will work in parallel with the new system. If the player does not have the desire to independently seek profitable offers, or for some other reason he wants to use the new system, then he will be able to use the old system.
Friends! We are glad to inform you that we have finished work on the first part of a big update, in which we did a lot of work on the game and introduced a completely new functionality. We had to redo or change the code of almost the entire game, so that you could see something new in the history of truck simulators. But just yesterday, we finished work on the concept of a gaming economy, which will determine the development of the project for the near future. This is indeed a very important gaming moment at which many gaming systems close. The introduction of a completely new economic system requires a little extra attention, so we decided to postpone the publication of the update to the second half of the month. Here we give a detailed description of the accepted economic concept. Of course, in the future it will be improved, but the essence will remain unchanged. The central object of trade will now be the “Commodity Exchange”. The commodity exchange contains all the information about the production of goods. Through the stock exchange of goods is the purchase of goods. The player approaches the Object of access to the Commodity Exchange, he opens a menu that contains information: * Product Name * Quantity of goods in stock * Current unit price * Amount of goods in the cargo box (minimum shipping batch of goods) * Cargo box cost * The number of cargo boxes to purchase * Purchase cost * Place of purchase Shipment of goods occurs in the form of cargo boxes, which contain a certain amount of goods. A cargo box is a physical object that a player will transport. The larger the warehouse, the larger the consignment of goods in the cargo box, the larger the cargo box. Having visited the Exchange of goods, the player selects the required number of cargo boxes and clicks the "To ship goods" button. On the "Shipping site" of the corresponding warehouse, the required number of cargo boxes is created that contain information: * Shipping Name * amount of cargo For example, the minimum shipping batch from the warehouse of the Lind factory which produces spare parts for cars is 100 units. This is one cargo box measuring 2x2x2 meters, which contains 100 units of “spare parts” goods. After purchasing a batch, you can pick up cargo boxes from the Lind factory warehouse shipping site. If a player has purchased 3 cargo boxes, then 3 cargo boxes of 100 units of goods are created on the loading site. In the "Accepted Orders" appears information on the purchased goods. The player closes the goods exchange, travels to the corresponding "Shipping Dock" and picks up the goods. In order to sell the purchased goods, the player also visits the “Commodity Exchange”, selects a warehouse that buys the goods at the best price, goes to his Purchasing site, unloads the goods that he wants to sell on it, approaches the warehouse manager and sells the goods at the corresponding price. Production unit. The “Production Block” is an independent Game Object, which plays the role of “Factory”, “Warehouse” and “Shop”. The production unit has a "Shipping site", "Purchasing site." Production units are directly responsible for the creation of the product, the formation of its value, storage and sale of goods. One production unit, can create only one type of product, but can purchase several. In one place, there may be several production units. The cost of goods for sale and purchase is calculated according to the formula cost = (1 - maximum storage volume / quantity of goods in stock) * base cost. Thus, a difference in price potential is created for an even distribution of goods in the city (in the future, the system will be improved for more flexible and natural pricing). During operation, the Production Unit in the role of “Factory” creates products in accordance with the production cycles specified for it. The manufactured product is placed in a storage warehouse and subtracts from the storage warehouse the number of ingredients spent on the production of products and updates the information in the “Commodity Exchange”. The production unit in the roles of “Warehouse” and “Store” breaks up lots of goods into smaller ones. So, if “Factory” sells only large bulk lots of goods that can only be transferred by truck, for example, 100 units in one cargo box, “Warehouse” can sell lots of goods at 50 or 10 units in one cargo box, which can already be translate in vehicles with lower carrying capacity, and the “Shop” carries out the retail sale of goods. Thanks to such a system, we can equally set the need for vehicles that are interesting to the player. If someone likes to drive a truck, then he will find a job for himself. If someone likes to drive a car more, then he will find something for himself. Even if someone likes motorcycles, then he also will not remain idle. The opportunity also opens up for the construction of new “Production blok ”within the framework of an existing system, which means if necessary, we can easily bring this system into the game. Shipping site The platform on which the goods purchased by the player appear. Procurement site The platform on which the player puts the goods for the sale of goods to the enterprise In order to pick up or put a cargo box on the platform, the player parks his car so that it would be possible to go from the "Cargo compartment" to the warehouse, in the case of bulk cargo or if the cargo is not too heavy then the player can carry it in his hands, for example, in small quantities. To sell goods, the player puts the goods on the “Purchasing platform”, approaches the warehouse manager who accepts the goods Such game mechanics will naturally limit the movement of a player with a heavy load in his hands around the city and create the conditions for the player to strive to get to the warehouse as close as possible. On the other hand, we remove the strict restrictive framework for parking the trailer as it was before, which seems more correct to us. Now the player will independently determine how well he has parked his car at the warehouse so that he can freely load the purchased freight boxes into his car. At the moment, cargo loading will be carried out in manual mode. The player naturally picks up the load, no matter how heavy and voluminous it is and carries it into the cargo compartment of the car. We understand that this is not logical and unnatural. In the future, we will change this situation to a more logical loading, for example, using a loader. Cargo. It contains statistics on the quantity of goods and its name. The player can pick up the cargo, only within the warehouse and cargo compartment Application system. The economy is self-regulating, but if for some reason there are imbalances in the quantity of goods in warehouses, and the difference in price does not exceed a certain threshold, then an "enterprise application" is formed with a fixed price for the delivery of products. This is an old freight system that will work in parallel with the new system. If the player does not have the desire to independently seek profitable offers, or for some other reason he wants to use the new system, then he will be able to use the old system.