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Whispering Ledger - Devlog #40: Stonks
About This Title
So I had an idea for a future feature but I'm wondering if I want to bother with it.
So basically, as the title suggests, you'd have a system where different types of items are at different valuations each ____. So there might be a period where ore sells for 30% more than base price, and a period where it sells for 50% less. I could do this one of two (or more) ways:
Randomized Types and ValuesSo this is the easiest way and relatively hands off. Essentially, I would set up a system where each day there's an X% chance that a random type of item will be increased/decreased by X% for X number of days. It would work similarly to Rat's market where there's a floor value and a ceiling value for all of the above, so you couldn't get like -100% ore value for 100 days or some shit. That would be hilarious though.
Specific Events with Specific ValuesThis would be more work on my end, but essentially I would custom create a table of events that impact a specific item type by a specific value for a specific number of days. So in the morning there would be newsletter UI of sorts that says something like:
Local Blacksmith goes into a forging frenzy, creating a massive surplus of weapons. Weapon type item values decreased by 30% for 5 days due to oversupply.
I could also go nuts and start tracking how many of each type of item is being sold by your own shop, then if you hit certain thresholds you trigger an event due to flooding the market. So if you're selling like 300 herbs a day the value of herb type items would drop 70% for a time. That's basically how Recettear worked, but some people find it hard enough to make money as-is.
I like the specific events because I get to write them myself, adding more work to my plate because I'm stupid.
Oh also the next update is October 31st. Spoopy.
So I had an idea for a future feature but I'm wondering if I want to bother with it.
So basically, as the title suggests, you'd have a system where different types of items are at different valuations each ____. So there might be a period where ore sells for 30% more than base price, and a period where it sells for 50% less. I could do this one of two (or more) ways:
Randomized Types and ValuesSo this is the easiest way and relatively hands off. Essentially, I would set up a system where each day there's an X% chance that a random type of item will be increased/decreased by X% for X number of days. It would work similarly to Rat's market where there's a floor value and a ceiling value for all of the above, so you couldn't get like -100% ore value for 100 days or some shit. That would be hilarious though.
Specific Events with Specific ValuesThis would be more work on my end, but essentially I would custom create a table of events that impact a specific item type by a specific value for a specific number of days. So in the morning there would be newsletter UI of sorts that says something like:
Local Blacksmith goes into a forging frenzy, creating a massive surplus of weapons. Weapon type item values decreased by 30% for 5 days due to oversupply.
I could also go nuts and start tracking how many of each type of item is being sold by your own shop, then if you hit certain thresholds you trigger an event due to flooding the market. So if you're selling like 300 herbs a day the value of herb type items would drop 70% for a time. That's basically how Recettear worked, but some people find it hard enough to make money as-is.
I like the specific events because I get to write them myself, adding more work to my plate because I'm stupid.
Oh also the next update is October 31st. Spoopy.
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