Devlog 01 - Order Demand & Market Demand
Hi,
How is your day?
This week, we focused on balancing for the Aquaculture Land system. For few weeks ahead, we will focus on balancing in several things. One of them is the economic system that exists in the Aquaculture Land.
Today we will discuss about market demand, balancing for market, and order demand, balancing on customer orders.
Order Demand
Customer orders feature is one way that you can use to get money in Aquaculture Land. When we later add market demand to the game, we think that players who did grinding by selling fish to the market will turn to customer orders. Therefore we need to do balancing for customer orders.
We will do balancing on how often customer orders will come and the distribution of ordered fish will also be more adjusted to the state of the player at that time. The weight of the fish that needs to be met, the time for order completion, the quality of the fish, and the things that affect the order will be balanced.
For now, customer orders are impressed as a feature that is used only to level up. Without punishment when a player fails to fulfill an order, players can take any order or reject it without hesitation. Therefore, another thing we will do for balancing is to add deadlines to each order. If the player cannot complete the order on time, that will affect the next orders.
We will also plan to categorize and make customers, who will send orders, have a characteristic. One example is a customer who works at a luxury restaurant will give orders in the form of high quality with a small amount of fish but has a very short time for completion.
We hope with giving balancing to the orders, the game will be more challenged for the players
Market Demand
Market demand is one of balancing methods that we will apply to the market to reduce player that continuously sells only one type of fish to the market to easily obtain large amounts of profit.
If the player too often sells the fish to the market, then the price of the fish will gradually decrease and will not benefit the player. You can check market demand condition in the market menu. If the graph is red, that means the fish price is decreasing. The fish price will increase if you do not sell the fish to the market within a certain time.
With this market demand, we want to make players do not only focus on getting profits through one type of fish but a variety of it depending on the market demand.
We also do balancing on the market price to make players feel more challenged and come up with more varied strategies to keep their farm running and keep getting the best profit.
We are aware that it will take a little while for everything to become balance. Therefore, in the future, there is a possibility that we will continue to make adjustments for things that we feel are not balance. We will try to make this game more challenging to play. So if you feel that for the current version there are still things that have not been balanced, you can tell us. And also if there is feedback or suggestions about the game, feel free to tell us in the comments section below.
Okay, that’s it for today’s devlog. There are still a lot of things we need to do for the game but we will do our best to make the game better.
Have a good day.
Cheers!
Get Aquaculture Land
Aquaculture Land
Feel the experience of being freshwater aquaculture businessman
Status | In development |
Author | Maulidan Games |
Genre | Simulation |
Tags | 2D, Farming, fish, Management, Pixel Art |
Languages | English, French, Indonesian |
More posts
- Devlog 03 - Translation & System Balancing (Breeding & Fish)Oct 11, 2019
- Update Patch version 0.7.8 (Build 4)Oct 05, 2019
- Devlog 02 - System Upkeep (Pond & Equipment)Oct 01, 2019
- Aquaculture Land now on itch.io!Sep 19, 2019
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