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Messages - smudge202

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Work in progress / Re: Devbot Mod
« on: April 03, 2016, 01:04:52 PM »
Awesome, AWESOME job, Dryht. I'm coming down with something and not feeling too clever, but if I can get some meds to kick in I'll take a look at your fork later today.

Work in progress / Re: Devbot Mod
« on: April 01, 2016, 12:29:08 PM »
Not to worry pokmon, I know we all have other things to do (myself included). :)

Step 1 would be to do an in-place alpha 8 upgrade. It's a bit of a nuisance but actually shouldn't be too difficult to do. Once it's migrated to alpha 8 hopefully between those interested such as Dryhtscipe we can look at increasing the feature set and implementing cool ideas.

I'd like to do the alpha 8 migration before any other changes for a couple reasons. For one, it makes it easier to test with the current game version, but also there's another project in the background that I'm collabing on to create a cool new mod website. One of the features is an automatic migration utility (to upgrade versions) so I'd like to compare the hand-crafted upgrade to alpha 8 with automatic output.

There's loads more to do, but certainly the alpha 8 work is where we need to start. Should mostly entail correcting all the "Needs" attributes. Once that's done we can actually collapse several of the software types into a single type because the new dependency system removes a lot of the need for all the software types currently implemented.

All that make sense?

Work in progress / Re: Devbot Mod
« on: March 30, 2016, 05:07:03 PM »
To test, I'm afraid you'll have to run against alpha 7. The mod includes a scenario which unlocks a 1970 start date; I recommend going from there if you want to be drip fed. The mod hasn't been tested into late game yet and is fairly tough, so good luck! ;)

Work in progress / Re: Devbot Mod
« on: March 30, 2016, 07:34:35 AM »
That's correct. I will come back and upgrade the mod at some stage, however myself and a couple others are working on something a little grander (some mod tooling) which will make migrating this mod to alpha 8 a little easier.

@Dryhtscipe, I'd certainly be interested in some collab. I too was keen to introduce dependencies throughout the eras starting with text editors and working up to full blown IDE's (think Visual Studio). Hop over to github and create an issue; let me know what you think we can introduce/change? I'm liking your idea of branching out websites, think that could work well!

Support / Re: Cant not use the game. Game to big for screen
« on: February 28, 2016, 04:54:49 PM »
Navigate to the game directory (i.e. Steam\steamapps\common\Software Inc) and open the settings.txt file. You'll see there's a section in there called [Resolution] followed by 3 numbers. Change the numbers to 1366 and 768 (leave the third number).

Work in progress / Re: Devbot Mod
« on: February 27, 2016, 05:27:57 PM »
Thanks Kief

Support / Re: An Annoying Little Bug.
« on: February 26, 2016, 11:37:03 PM »
I will add, the time it takes to fix bugs after design/develop feels like it has MASSIVELY increased over alpha 7. Despite having a *fully* educated team 3-4 times the size recommended for an OS for example (80-120 people) that can design and develop the thing in a reasonable time, bug fixes for some reason are taking over a year to achieve...

Has anyone else noticed this?

Suggestions and ideas / Re: Increase CEO importance
« on: February 26, 2016, 01:09:52 PM »
I like where you're going with this. I'd certainly like to see more med-late game goals.

With regards to the perks you suggested though, it's far too easy to make money in this game. I tend to be pushing 5-10 mill in the first year, 500 med game, and over a bill by year 2000. It becomes tedious constantly trying to spend it on larger and larger buildings until you have to stop for fear of lagging the game out.

Certainly, perks to affect effectiveness are good, though I believe this is already in place via leadership skill and compatibility (& environment). Again, making sure you pick people that are Good/Great/Awesome compatibility is easy, reaching 200% environment takes nothing more than a couple windows, and in the worst of cases 100% leadership can be reached with 3 months training.

Just some perk ideas that bubble to mind for consideration:

  • Make it so that employees cannot be educated above 30-50% skill (depending on difficulty?) though have perks that can increase this to 50-70%?
  • Introduce a perk that makes sure team(s) spread their holiday throughout the year
  • Introduce a perk that can increase personality diversity (Normal compatibility becomes Good, Good compat becomes Great, etc).
  • Introduce a perk that increases employee attendance and reduce the sick notification spam you get each day when you've got hundreds of employees
  • Effectiveness perks can be implemented through process methodologies (Waterfall -> Agile)
  • Introduce perks to improve the accuracy of project estimates (i.e. estimates should start with "Few months", "Couple Years", but with perks get "17 months" for example).
  • Perks that keep an eye on competitors to tell you when's a good time to invest ("Company Foo are about to jump in stock price due to their upcoming release of Bar")
  • Perks that watch for market availability ("There's currently a lot of demand for a 2D Editor" - this shouldn't change the demand, instead spot when there hasn't been releases for a while).

Like I said, just some ideas.

Modding / .Net Developers
« on: February 26, 2016, 11:51:04 AM »
Quick show of hands...

Do we have some .Net Developers familiar with the ASPNET 5 stack (or earlier versions), that would be interested in collab'ing on a side project?

Details of said project intentionally omitted, though it is Software Inc related.
Contact me with a brief description of experience if interested. For example, my ""credentials"": LinkedIn / Dev Blog / Stackoverflow etc.

Work in progress / Re: Devbot Mod
« on: February 26, 2016, 10:58:09 AM »
With regards to the 1970-1980 feedback, more is most definitely welcome though we have had some feedback. I think people are finding it pretty tough, which I'm actually in favour of. I typically have 2-10 million in the first 12 months of gameplay which is just massively OP (alpha 8 ). I want things to require more thought and strategy, hopefully you guys agree?

I'll be working on the alpha 8 compatibility this weekend (which involves several changes to our software types) so if you have any feedback, the sooner you get it to us the more likely you'll see the change in the first alpha 8 release. :)

Pokmon and other contributors, let's try and breakdown some issues to make it easier to collab? At the moment I have an "Alpha 8 Compatibility" issue which needs to be changed to a couple dozen issues. I'll have a crack at doing that tomorrow morning/early afternoon, but if someone wants to make a start, feel free.

If you need anything from me quickly, tweet me @Smudge202 - I answer those much quicker than forum posts. :)

Work in progress / Re: Devbot Mod
« on: February 25, 2016, 12:03:49 PM »
I've just updated the first post, but I know updates are hard to spot.

Good news everyone!

Checkout the readme too!  ;)

Suggestions and ideas / Re: Khornel Note [8.1 Modding]
« on: February 25, 2016, 01:38:12 AM »
Two things.

The first is 8.1 is released. :)

The second, Khornel has explained the research modding stuff on this post: (i.e. it's already possible).

Hope that helps!

Work in progress / Re: Devbot Mod
« on: February 24, 2016, 05:45:16 PM »
Thanks for renewed interest in the mod Salty and Skullex.

Yes, it did take quite a while, probably through fault of my own because I decided not to use any of the tools for creating mods. Speaking of which, consider this a sneak peek of something else in the making...

Anyway...!  :-X  ;)

With regards to pushing an 8.1 update, I'm still thoroughly testing the 8.1 release of the game itself which to be honest is looking very good. Before reworking the mod I want to make sure I understand all the important aspects!

I expect to start working on the 8.1 migration of the mod this weekend, and if I don't get too drunk I'm not too busy, might see an early release of the 8.1 mod compatibility by the end of this weekend. I'm aiming to have something very stable together in time for next weekend, as I'd like to take the time off and play it myself! :)

Hopefully that all makes sense?

Although I do the occasional twitch stream/youtube vid, they are mostly teaching devs how to be better. Point being, I'm not requesting this on my own behalf! :)

Marketing for the most part (though I haven't looked for alpha 8 changes) is very locked down right now (as-in, we can't mod it). I wanted to suggest a couple ideas and see what people think:

  • Internet Marketing - In 1970 this would have meant very little for your company/product, which is fair enough given we're not charged for internet marketing. However, it's arguably one of the biggest sources of advertising and marketing nowadays. It would great to see this curve somehow implemented (putting my dev hat on, that feels like more trouble than it's probably worth, but it's only an idea).
  • Content Providers - Towards late game, it would be great to see "Content Providers" or similar added to the marketing list. Games from Indie to AAA titles often rely upon youtubes and twitch streamers to show off their products. I can't speak from experience, but I'm fairly confident getting the right people aboard probably does wonders on the marketing front.

That's all for now on this one. I'm sure the twitch and youtube guys would appreciate this. :)

Currently we determine the price our software will sell at during setup of the new software. I've seen in trello people mentioning accounting for quality and such which I agree with. As an extension of that though, can we choose the price when we click "Release"?

Currently we get a dialog asking if we want to do marketing, which will result in the typical marketing popup if you choose "Yes". Instead, can we get an all-in-one release screen with the following:

  • Chance to change the name - Big companies often use temporary or code names throughout development and then name their products as they release and go into marketing
  • Chance to change server - For big pieces of software, it can be years between project start -> release. During that time we've often changed server loadouts. We can of course redelegate but would be a good addition to this screen.
  • Price - Instead of simply populating a figure, can we have a slider? Might be a bit of an ask, but I'd love to see a slider that goes from 0-500 or so, with a highlighted area indicating suggested price for the software. I haven't done much testing on the price stuff since it changed in alpha 7 so I don't actually know how much price affects sales, but if it's any amount, this would be a great addition
  • Support Team - Pre-populated with the team used to create the software, but again a nice shortcut to setting a support team without finding the support ticket in the active jobs list.
  • Marketing Team - As per support, but for the marketing side. Greyed out if no marketing level selected
  • Marketing Level - The same options as the current marketing screen (Net, Radio, Newspapers, and TV checkboxes).

Most things in that list can be done post-release if you know where to look. But consolidating it all into one handy release dialog would be awesome!

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