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TIGSource ForumsCommunityDevLogsBasement - drug-dealing strategy game [Kickstarter][Steam Greenlight]
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Author Topic: Basement - drug-dealing strategy game [Kickstarter][Steam Greenlight]  (Read 7481 times)
dmitry_minsky
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« Reply #20 on: September 17, 2014, 12:03:20 AM »

AD1337, you can play demo here http://playdot.co/basement. It's pretty outdated, but give you core gameplay introduction)
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Game in development: Basement
AD1337
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Lucas Molina


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« Reply #21 on: September 18, 2014, 04:10:53 PM »

AD1337, you can play demo here http://playdot.co/basement. It's pretty outdated, but give you core gameplay introduction)

Cool, thanks!
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xdegtyarev
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« Reply #22 on: October 15, 2014, 09:08:52 AM »


Hey TIGSourcers, we were working hard on game last weeks, without posting any new. And today we're happy to announce, that we're launching Kickstarter.
We decided to deepen gameplay, add much more management element, complex research and market mechanics, but to do it well, we need your support.

Kickstarter

Imgur album with fresh artwork

Thank you!
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xdegtyarev
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« Reply #23 on: October 24, 2014, 03:54:14 AM »

Hey tigsource! We're already made $10k on Kickstarter and now moving to Greenlight
« Last Edit: October 29, 2014, 04:32:55 PM by xdegtyarev » Logged

Playaction
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« Reply #24 on: October 27, 2014, 12:46:08 AM »

Link is broken, but you definetly got my vote.
http://steamcommunity.com/sharedfiles/filedetails/?id=330222664
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xdegtyarev
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« Reply #25 on: October 29, 2014, 04:32:25 PM »

Wow, thank you, fixed it
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DarkWanderer
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« Reply #26 on: October 29, 2014, 05:40:34 PM »

This is awesome. Though technically classical psychedelics (of the seroternegic class) aren't physically addicting.

You might as well throw dissociative anesthetics in there too, i.e. Ketamine, Phencyclidine(PCP).

Do you distinguish end products & their consumer base by pharmacological classification?
I.e. Opiate/Opioid,
Cannabinoid,
GABAergic sedatives(i.e. Benzodiazepenes),
Stimulant,
Empathogen,
Psychedelic,
etc, etc?

Do you guys have plans to allow the player to convert more rudimentary preparations into more potent ones? I.e. the player could grow opium poppies & just sell the opium resin, or use said resin to extract morphine, & use a lab/equipment from there to synthesize it into heroin. Similarly with cannabis, the player could make a quick return by just selling it as is, but with proper capital investment they could use the right equipment to convert it into hashish, from there they could sell that at a mark up, or go even further & convert it into hash oil/wax, to sell for even higher.

Are you guys going to have a system of cost in place for how expensive a synthesis/extraction/production process is? Will the player have to buy precursors (like pseudoephedrine for meth production or Sassafras/safrole for MDMA/'xtc' production)?

Will labs/rooms ever have the possibility of blowing up or catching fire? Maybe certain rooms shouldn't be placed next to each other. You should also have a room where the player can make moonshine.

Are you guys gonna limit the products a player can manufacture to the more well known ones or will the player have the option to synthesize more obscure analogues? I.e. maybe certain levels of the game certain drugs/materials would be harder to get(& consequently more expensive), so they could make cheaper alternatives out of more readily available materials(like desomorphine out of codeine as a substitute for heroin).

The player should be penalized by what & how much they sell to their client base, presuming the substance has a lower LD50(If you indiscriminately sell a higher volume of a certain substance with a higher purity rating, your clients should have higher odds of overdosing)

There should also be a propensity for batches/yields to go bad in the growing or cooking process.
« Last Edit: October 29, 2014, 08:19:55 PM by DarkWanderer » Logged
xdegtyarev
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« Reply #27 on: October 30, 2014, 04:48:56 AM »

Yeah we know that psychedelics are not addicting.

We build upon some basic groups, like cannabinoids, stimulants, psychedelics and opiates.

We have plans for drug reserching scheme like, adding to chemical formula gaining random results, like stronger effect, or cheaper production. With maybe different trees for each type.

For precursors we have some troubles making it easy to understand and for now decided to discard them from design.  Cost depends on current researched formula. It may be strong and more pricey, or cheap and fast in production.

Yeah we though that sometimes there may be accidents in a lab. Just by random, or being sabotaged by workers who don't get their salary.

Still thinking about drug synthesize, not sure yet.

Penalizing player is a bit more complex. The game itself finally tells player that you're doing everything wrong. The city is getting messy, lots of crime and so on.

Thanks for such broad feedback. We've got some thoughts on things you'd suggested.
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