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Anthony got a grant from the McArthur foundation to do an educational game, and contacted me after playing Energy Apocalypse. Basically, the idea is — a real time strategy game about cellular biology, where the player is the cell. HARC , being amazing as usual, decided to fund the thesis, which is largely why I got the paper done in less than a year.
This is also why Super Energy Metropolis has yet to materialize. So, sad as it is to say, Super Energy Metropolis will have to wait for a while before it sees the light of day.
Posted in Brain Juice , Fadupinator 1 Comment ». So, with Prototype 3 we added dynamic pollution — ie, pollution that would stack over time and be emitted in proportion to human activity, rather than just magically appear around roads and buildings.
What were the results? People zip to work, plug in their hours, and then zip back home. In general, this is pretty cool. We can notice some problems already: that super-thin road is creating some serious smog pollution. Now, the cars spend so little time in that pollution that they only get affected by it a little bit.
This makes me think of some things:. Instead of like in Energy Apocalypse, where smog was only an overall problem, this model takes into account the local, air-quality issues of smog as well.
Smog comes out of your little factories and cars, and produces health problems, then dissipates. This is an interesting opportunity to model something my boss, Robert Harriss, has been talking about — stocks and flows. Here was another situation that resulted in high health for people and a fast rate of production. Basically, you put your houes on one side of the map, and produce roads to get them to work.
Now, if you only have one way to get to a factory, that road gets really smoggy, so instead you just build roads all around. People spend very little time on a given road and have multiple routes to get to work, overall smog is low and health and production are high.
Kind of like modern-day Houston. So, the industrial core gets polluted pretty fast, and you can tell that overall health is a bit lower than some of the other models. People have been commenting that the sizes of buildings are a bit of an oversimplification — and in game design terms, I have to agree.
Equivalent graphical size implies some sort of physical equivalence — and in real life, factories can house much more than a single household of people. Also, roads are absolutely enormous, and you run out of map really quick. This is Super Energy Metropolis, after all! Okay, so here are the results of Super Energy Metropolis 2.
This is because they are dragging themselves in to work, coughing up their own lungs as they struggle to stand, and then dragging themselves home. Read the rest of this entry ». So, we learned some things from Prototype 1. So, we just finished Prototype 1 of Super Energy Metropolis. Well, my first instinct on playing the game was that the ideal solution would be something like this:. The basic idea is this:. Similar to Super Energy Apocalypse, but on a city-wide scale.
Some of you might know a bit about the Super Energy Apocalypse story. If not, you can read about it here at Jay Is Games. This is the first in a series of posts on that train of thought. Posted in Brain Juice Leave a Comment ». Home About BrainJuice Fadupinator. The F. Archives March February March Before you challenge the player with a new feature, you first present it in 3 easy but varied situations.
Blogging again! The world is my parking lot. Well, my first instinct on playing the game was that the ideal solution would be something like this: My original strategy. The basic idea is this: Similar to Super Energy Apocalypse, but on a city-wide scale. Enigma Force The Regimentx Fantasy Warrior 2 Good. Flyboys s60v3. Football Jr 3D. Freestyle Moto-X II. Gameloft GangStar Crime City. Gameloft Open Season.
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