Classes

developer »

gameProject »

pedestrianController »

playerPlatform »

addAdvertisementRounds
addDevelopers
addRatingRange
announceSupportDrop
applyDevVars
beginAdvertisement
beginWork
calculateDevAttractiveness
calculateMaxDevelopers
calculateSales
cancelDevelopment
canInDevGames
changeDevCosts
changeInterest
changeMoneySpent
changePotentialSales
changeProduction
changeSupport
createAdvertisementSetupPopup
createCancelConfirmation
createCloseVerificationPopup
createCostAdjustmentPanel
createFirmwareUpdateTask
createInfoPopup
createSaleDisplay
destroy
discontinue
evaluateCost
fillInteractionComboBox
finishDevGame
generateSales
getActiveGames
getAdvertDurationCost
getBaseDevCount
getCaseDisplay
getCompletionValue
getCompletionValueDelta
getCost
getDevAttractivenessPriceLoss
getDevCost
getDevelopmentDifficulty
getDevLicenseCost
getDevStage
getDevTask
getDevTime
getDiscontinuePenaltyTime
getEarliestGameDevText
getEventCooldown
getEventDataByID
getEventTimes
getFinishedLaunchDayGames
getFirmwareUpdateState
getFundChange
getFundData
getGameDevText
getGameMoney
getGamesByRating
getGenreMatch
getHappiness
getImpressionResults
getInDevGames
getLastGameDev
getLastGameDevText
getLife
getManufacturingCost
getMaxDevs
getMinimumWork
getMinimumWorkMonths
getMonthFundChangeData
getMonthlyProductionCost
getMonthlySupportFee
getMonthSales
getName
getNewDevChance
getNewDevs
getPartID
getPlatformWorkState
getProduction
getProductionCost
getProductionIncrease
getProductionValue
getRealCost
getSaleData
getSales
getSpecialist
getSupport
getSupportCost
getSupportIncrease
getSupportValue
getTimeUntilNormalDiscontinuation
getTotalGamesReleased
getWeekRepairs
getWeekSales
goOffMarket
initRandomEvent
isDiscontinued
isEarlyDiscontinuation
isReleased
modulateSales
new
onFinishDevSearch
performAdvertisement
registerImpressionFormat
registerRandomEvent
release
resetModifiers
resetSearchData
rollNewDevGame
rollRandomGameRating
setCaseDisplay
setCompletionValue
setCost
setDevAttractivenessModifier
setDevDifficultyAffector
setDevLicenseCost
setDevStage
setDevTask
setDevTime
setEventCooldown
setFirmwareUpdateState
setGameSaleAffector
setGameScaleModifier
setGenreMatch
setLicenseChanceAffector
setMaxDevsAffector
setMaxGamesAffector
setName
setPartCostAffector
setPartID
setPlatformAttractModifier
setPriceModifier
setSaleAffector
setSpecialist
setupCostEvaluation
setupID
startLookingForDevs
startNewGameDev
stopRandomEvent
updateFundChange
updateLastGameDev
wasSupportDropAnnounced

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team »

Concepts

Libraries

Objects

playerPlatform



Objects of this class are player-made platforms. Inherits the platform class.

Methods

• addAdvertisementRounds• addDevelopers• addRatingRange• announceSupportDrop• applyDevVars• beginAdvertisement• beginWork• calculateDevAttractiveness• calculateMaxDevelopers• calculateSales• cancelDevelopment• canInDevGames• changeDevCosts• changeInterest• changeMoneySpent• changePotentialSales• changeProduction• changeSupport• createAdvertisementSetupPopup• createCancelConfirmation• createCloseVerificationPopup• createCostAdjustmentPanel• createFirmwareUpdateTask• createInfoPopup• createSaleDisplay• destroy• discontinue• evaluateCost• fillInteractionComboBox• finishDevGame• generateSales• getActiveGames• getAdvertDurationCost• getBaseDevCount• getCaseDisplay• getCompletionValue• getCompletionValueDelta• getCost• getDevAttractivenessPriceLoss• getDevCost• getDevelopmentDifficulty• getDevLicenseCost• getDevStage• getDevTask• getDevTime• getDiscontinuePenaltyTime• getEarliestGameDevText• getEventCooldown• getEventDataByID• getEventTimes• getFinishedLaunchDayGames• getFirmwareUpdateState• getFundChange• getFundData• getGameDevText• getGameMoney• getGamesByRating• getGenreMatch• getHappiness• getImpressionResults• getInDevGames• getLastGameDev• getLastGameDevText• getLife• getManufacturingCost• getMaxDevs• getMinimumWork• getMinimumWorkMonths• getMonthFundChangeData• getMonthlyProductionCost• getMonthlySupportFee• getMonthSales• getName• getNewDevChance• getNewDevs• getPartID• getPlatformWorkState• getProduction• getProductionCost• getProductionIncrease• getProductionValue• getRealCost• getSaleData• getSales• getSpecialist• getSupport• getSupportCost• getSupportIncrease• getSupportValue• getTimeUntilNormalDiscontinuation• getTotalGamesReleased• getWeekRepairs• getWeekSales• goOffMarket• initRandomEvent• isDiscontinued• isEarlyDiscontinuation• isReleased• modulateSales• new• onFinishDevSearch• performAdvertisement• registerImpressionFormat• registerRandomEvent• release• resetModifiers• resetSearchData• rollNewDevGame• rollRandomGameRating• setCaseDisplay• setCompletionValue• setCost• setDevAttractivenessModifier• setDevDifficultyAffector• setDevLicenseCost• setDevStage• setDevTask• setDevTime• setEventCooldown• setFirmwareUpdateState• setGameSaleAffector• setGameScaleModifier• setGenreMatch• setLicenseChanceAffector• setMaxDevsAffector• setMaxGamesAffector• setName• setPartCostAffector• setPartID• setPlatformAttractModifier• setPriceModifier• setSaleAffector• setSpecialist• setupCostEvaluation• setupID• startLookingForDevs• startNewGameDev• stopRandomEvent• updateFundChange• updateLastGameDev• wasSupportDropAnnounced

Variables

MANUFACTURING_COST_TO_DEV_COST (400)

multiply manufacturing cost of a single platform by this much when calculating the amount of money necessary for development.

MANUFACTURING_COST_BASE_MONTHLY_FEE (100000)

the base amount of money we will pay each month while developing a console.

PLATFORM_DEV_TIME_MULTIPLIER (20)

multiply platform development time, since the base development time is in month count, rather than days.

DEFAULT_DEV_TIME (12)

the dev time it defaults to.

MINIMUM_DEV_TIME

minimum development time, this value will be automatically calculated post-game launch when all the platform parts get registered.

MAXIMUM_DEV_TIME (36)

self-explanatory.

DEV_ATTRACT_DECREASE (50)

per every point in development difficulty, our development attractiveness drops by this much.

BASE_DEV_ATTRACT (50)

the base developer attractiveness.

ATTRACT_TO_DEV_ATTRACT (1.5)

multiply attractiveness by this much when calculating the relation between attractiveness and developer attractiveness.

MIN_LICENSE_COST (0)

the lowest we can set the license cost to.

MAX_LICENSE_COST (130000)

the highest we can set the license cost to.

DEFAULT_LICENSE_COST (10000)

the default license cost.

LICENSE_SELL_TAX (0.75)

multiply earned money per license sold by this much.

SELL_TAX (0.75)

multiply earned money by this much.

MINIMUM_COST (0)

the lowest we can set our platform cost to, though we can't sell the platform if we set it to this much.

MAXIMUM_COST (1000)

the highest we can set it too (doesn't mean it will sell well though lol).

MINIMUM_DEV_ATTRACT (0)

the lowest our attractiveness for the devs can go down to.

ATTRACT_TO_MAX_BEST_PRICE (2)

multiply attractiveness by this much when calculating the best price.

DEV_ATTRACT_PRICE_DELTA_DIVIDER (8)

divide the delta between the price and the attractiveness value by this much when calculating the amount of dev attractiveness lost due to a high price.

DEV_ATTRACT_PRICE_DELTA_EXPONENT (1.6)

apply an exponent of this much to the sum of the above.

FIRST_STAGE_DURATION (0.2)

how much of the total work time will be in the first stage (hardware setup).

ATTRACTIVENESS_TO_DEVS (10)

per this many attractiveness points, we will get 1 more developer willing to work with us.

ATTRACT_DELTA_MINIMUM (10)

the minimum delta between attractiveness * ATTRACT_TO_MAX_BEST_PRICE and cost for the dev loss to occur.

ATTRACT_DELTA_DEV_LOSS (20)

per every delta between attractiveness * ATTRACT_TO_MAX_BEST_PRICE and cost we will lose 1 developer.

DEV_DIFFICULTY_TO_EXTRA_DEV (0.7)

if development difficulty exceeds this value, then no extra developers will want to work with you .

DEV_DIFFICULTY_DELTA_DIVIDER_BOOST (8)

divide the delta between dev difficulty and DEV_DIFFICULTY_TO_EXTRA_DEV to get the extra amount of devs.

MAX_GAMES_PER_DEV (4)

the amount of games a dev will make before being removed from the list (and therefore will need to be replaced by new devs).

MAX_DEVS_BASE (5)

the base amount of max devs.

DEV_ATTRACT_TO_MAX_DEVS (15)

divide development attractiveness by this much to get the extra amount of devs from the development attractiveness value.

BASE_DEV_CHANCE (10)

the base chance for a new developer every month.

DEV_CHANCE_EXPONENT (2)

apply an exponent of this much to the delta between max and current devs.

MIN_DEVS_PER_MONTH (1)

the minimum new devs we can get every new month.

MINIMUM_DEV_TIME (60)

the minimum amount of time a game takes to develop.

DEV_TIME_PER_SCALE (15)

per every point of maximum game scale, the amount of time that can be spent on a single game increases by this much.

GAME_TIME_DELAY ({60, 120})

after a game has been released, it will take a developer this much time until they start working on a new game (this much time is added on top of the time required to make a game, but it is not delayed anywhere or anything like that).

ATTRACTIVENESS_TO_SALE (2)

multiply attractiveness by this much to figure out how many sales each week you'll be getting.

PRICE_DELTA_SALE_DIVIDER (50)

used for calculating the penalty for setting the price too high.

PRICE_DELTA_EXPONENT (1.5)

used for calculating the penalty for setting the price too high.

FAKE_GAME_ON_MARKET_TIME (32)

how much time in weeks is a single fake game going to be on market for? (max.).

RATING_FAKE_GAME_MARKET_TIME_AFFECTOR (16)

the lower our rating is, the less time a game will spend on-market.

INTEREST_TO_PLATFORM_SALE (0.5)

multiply interest by this much when generating sales.

PERCENTAGE_OF_SWITCHES_TO_SALES (0.33)

when market share is < sales, then this much of the switched people will be new platform sales.

GAME_SALE_PER_USER (0.35)

used in calculating game sales.

RATING_SALE_DIVIDER_EXPONENT (1.25)

used in calculating game sales.

PLAYERS_CUT (0.3)

the amount of money the player gets per each game copy sold.

MIN_REPAIRS (0.05)

the minimum platforms that might require repairs.

BASE_REPAIRS (0.2)

the base value that we'll be using for calculating the amount of repairs necessary.

MAX_REPAIRS (0.8)

the maximum platforms that might require repairs (very low quality platform).

REPAIRS_PER_MONTH (0.05)

for every month of work that we skimped out on, we'll increase the amount of repairs by this much.

REPAIRS_REDUCTION_PER_MONTH (0.0125)

per every month above the minimum required work, the amount of repairs necessary will decrease by this much.

REPAIRS_PER_DELTA ({0.3, 0.35})

multiply delta between repaired platforms and repairable platforms to get the amount of platforms that we'll need to repair each week


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upper limit, can roll 0.

REPAIR_COST_RANGE ({0.4, 0.85})

the cost range for repairs.

LIFETIME_VALUE (1920)

the maximum time a platform can stay on-market.

LIFE_SALE_DROPOFF (120)

when our life value is lower than this, we will begin suffering a loss in sales.

LIFE_SALE_EXPONENT

used in calculating the sale divider based on the lifetime.

LIFE_SALE_DIVIDER (10)

used in calculating the sale divider based on the lifetime.

LIFE_SHUTDOWN_PENALTY (0.5)

when >= of this much total longevity is still there, we will apply an additional reputation loss.

LIFE_SHUTDOWN_PENALTY_MULT (2)

multiply the reputation loss by this much when we shutdown a game ahead of time.

SALE_GENERATION_DRAIN_PERCENTAGE (0.5)

we will drain this much of the generated sales from other platforms.

LIFE_REPUTATION_LOSS (0.95)

the maximum amount of reputation we can lose from a bad discontinuation.

TIME_UNTIL_NO_DISCONTINUE_PENALTY (80)

time to wait after support drop announcement to not suffer a discontinuation penalty.

REP_LOSS_PER_SALE (0.4)

per every sale of the game, the minimum amount of reputation we can lose increases by this much.

MIN_REP_LOSS (0.1)

the lowest reputation we can lose if we discontinue a game way too early.

POST_SUPPORT_DROP_DEV_MULTIPLIER (0.5)

if we've dropped support, the amount of maximum developers will be multiplied by this.

POST_SUPPORT_SALE_DROP (0.025)

each week we will lose this much on the overallSaleMult value.

MIN_OVERALL_SALE_MULT (0.1)

the lowest our overall sale multiplier can go down to.

IMPRESS_LIFE_LOSS_EXPONENT (2)

used in calculating the reduction of the life value.

IMPRESS_LIFE_LOSS_MULT (2)

used in calculating the reduction of the life value.

TEMP_ATTRACT_TO_IMPRESS_OFFSET (400)

divider for the offset of the effects of a low impression value by temporary attractiveness given by advertisement.

COMPLETION_VALUE_DELTA_TO_IMPRESSION (0.05)

per every 20 points lacking, we will lose this much impression shortly after release.

COMPLETION_DELTA_DIVIDER (20)

used in calculating the loss of impression when a platform had too little time for development.

IMPRESSION_MIN (0.1)

the lowest our impression value can go down to.

INTEREST_PER_MANUFACTURE_COST (100)

multiply sell cost by this much to determine the level of interest required in the platform to not suffer a drop in the impression value of the platform.

INTEREST_DELTA_PENALTY_DIVIDER (50000)

divide the delta between the multiplied cost and interest level to figure out how big of a loss the impression value will take.

ATTRACTIVENESS_TO_LAUNCH_GAME (12)

divide attractiveness by this to get the amount of launch games needed for the platform to not suffer a drop in the first impression value.

IMPRESSION_GAME_MAX_PENALTY (0.7)

the maximum penalty we can receive if we release a game with either no games or with very few games.

IMPRESSION_LOSS_PER_GAME_PENALTY_DIVIDER (80)

per every game.

IMPRESSION_LOSS_PER_GAME_PENALTY_EXPONENT (2)

the exponent for the above.

PRICE_INCREASE_TO_IMPRESSION_LOSS (10)

per every this many dollars increase of the platform's price, we will permanently lose 1 impression point.

PRICE_DECREASE_TO_IMPRESSION_REGAIN (30)

per every this many dollars decrease of the platform's price below the starting price, we will regain 1 impression point.

INTEREST_PER_GAME_EXPONENT (2)

game rating ^ thisValue.

INTEREST_PER_GAME_DIVIDER (20.25)

/ thisValue = interest points gained.

INTEREST_PER_GAME (1000)

the base amount of interest we can gain from games.

INTEREST_DROP_PER_WEEK (0.5)

each week we will lose this much interest * platform sales.

INTEREST_OFFSET (25000)

add this much max. interest on top of our reputation for the max possible interest.

INTEREST_DECAY_EXPONENT (math.log(10, 20000))

when interest exceeds the offset by this much, we will incur a huge fuckin divider.

ADVERT_INTEREST_GAIN ({7000, 10500})

minmax range.

ADVERT_INTEREST_GAIN_SEGMENT (10)

round the rolled value in segments of this much.

ADVERT_MIN_DURATION (2)

the minimum duration of advertisement.

ADVERT_MAX_DURATION (8)

the maximum duration.

ADVERT_DEFAULT_DURATION (4)

the value we default to.

ADVERT_COST_PER_DURATION (500000)

how much a single advertisement week costs.

SUPPORT_VALUE_MULTIPLIER (10000)

the multiplier for the customer support value.

PRODUCTION_VALUE_MULTIPLIER (5000)

the multiplier for the production value.

SUPPORT_COST_MULTIPLIER (20000)

the multiplier for the customer support costs.

PRODUCTION_COST_MULTIPLIER (20000)

the multiplier for the production costs.

HAPPINESS_LOSS_PER_REPAIR_LACK (0.00001)

every week, we will lose this much happiness per each platform that couldn't be repaired (insufficient support).

HAPPINESS_REGAIN_PER_WEEK (0.005)

every week we CAN regain this much happiness.

MINIMUM_HAPPINESS (0.05)

the lowest our happiness can go down to.

MAXIMUM_HAPPINESS (1)

self-explanatory.

ATTRACTIVENESS_TO_REP_CEILING (500)

multiply base attractiveness value (from parts) by this much to figure out the ceiling of the reputation we can get by not screwing up the platform and keeping the happiness high.

REP_RANDOM_RANGE ({0.85, 1.05})

the random multiplier range for gained reputation.

REPUTATION_GAIN_DIVIDER (10)

the reputation gain divider.

REPUTATION_GAIN_BASE_AMOUNT (500)

the base amount of reputation we get each month when happiness is high enough.

REPUTATION_LOSS_BASE_AMOUNT (500)

the amount of reputation we can lose each month when happiness is low enough.

REPUTATION_GAIN_HAPPINESS (0.85)

when happiness is >= this much, we will get reputation each month.

REPUTATION_GAIN_POTENTIAL_MULT (0.5)

this is the potential extra amount of reputation we can get by keeping customer support high.

REPUTATION_GAIN_BASE_MULT (0.5)

the base reputation gain multiplier.

REPUTATION_LOSS_HAPPINESS (0.5)

when happiness is < this much, we will lose reputation each month.

DEV_DELTA_TO_NEW_DEVS (6)

divide dev delta by this much to get the amount of devs we get every month.

FIRMWARE_UPDATE_WORK_AMOUNT (400)

the work amount for a firmware update task.

COST_PENALTY_DELTA_OFFSET (20)

offset the cost by this much when calculating the multiplier for extra sales penalty.

Events

DISCONTINUED

fired when the platform gets discontinued. 1 argument: the platform.

SUPPORT_DROPPED

fired when dropping support for a platform. 1 argument: the platform.

PART_SET

fired when setting a platform we want to use. 1 argument: the part ID.

DEV_TIME_SET

fired when changing the development time. 1 argument: the development time.

SPECIALIST_SET

fired when setting a specialist on the project. 1 argument: the specialist data

COST_SET

fired when changing the cost for a single copy. 1 argument: the platform.

LICENSE_COST_SET

fired when changing the cost for a dev license. 2 arguments: the cost and the platform.

CANCELLED_DEVELOPMENT

fired when cancelling development of the platform. 1 argument: the cancelled platform.

DEV_STAGE_SET

fired when setting the development stage. 1 argument: the platform

PROGRESSED

fired every week. 1 argument: the platform.

FUNDS_CHANGED

fired when there is a change in funds. 1 argument: the fund change.

GAME_FINISHED

fired when a fake game is finished for the platform. 2 arguments: the platform and the fake game data.

FIRMWARE_UPDATED

fired when the platform firmware gets updated.

DEV_SEARCH_STARTED

fired when we start searching for developers for the platform. 1 argument: the platform.

DEV_SEARCH_FINISHED

fired when the search for developers is over. 2 arguments: the platform and the rolled amount of developers.

ADVERT_DURATION_ADJUSTED

fired when adjusting the advertisement duration. 2 arguments: the platform and the duration.

ADVERT_STARTED

fired when starting an advertisement. 1 argument: the platform.

CASE_DISPLAY_CHANGED

fired when changing the selected case appearance. 1 argument: the platform.

BEGUN_WORK_ON_PLATFORM

fired when beginning work on a platform. 1 argument: the platform.

PLATFORM_RELEASED

fired when the platform is released. 1 argument: the platform.

OPENED_INTERACTION_MENU

fired when the platform interaction menu is opened. 1 argument: the platform.

CHANGED_PRODUCTION

fired when the production capacity is changed. 1 argument: the platform.

CHANGED_SUPPORT

fired when the support capacity is changed. 1 argument: the platform.

NAME_SET

fired when the name of the platform is changed. 1 argument: the platform.