Classes

Concepts

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Objects

contractor »

acceptOffer
acceptPublishingContract
addProjectPopularity
addProjectToEvaluate
addSaleMoney
applyCancelPenalty
applyMilestone
applyScrapPenalty
beginWork
calculateDeadline
calculateInstantCash
calculateMonthlyFunding
canPublishGame
clearAllContractData
clearContractData
clearEvaluationData
createBeginWorkPopup
createUpcomingContractDisplay
declinePublishingContract
doesProjectRequireEvaluation
evaluateGamePublishingRisk
evaluateProjectSuccess
failContract
getAvoidedGenres
getContractCount
getContractData
getData
getDeadline
getDelayPeriod
getDesiredCost
getDesiredGameScale
getDesiredGameType
getDevCostMultiplier
getEmployeeCountFundingAffector
getExtraScale
getGamePublishingContract
getID
getInstantCash
getInstantCashScaleMultiplier
getLogo
getMaxExtraTimeAfterDeadline
getMaximumReputation
getMinimumEmployees
getMinimumReputation
getMinimumShares
getMonthlyFunding
getName
getOverDeadlineMoneyPenalty
getOverDeadlinePenalty
getOverDeadlineReputationLoss
getPenaltyMultiplier
getPreferredGenres
getProjects
getPublishingState
getRatingFundingAffector
getScaleFundingAffector
getScrapGameMoneyPenalty
getShareFromMoney
getTargetGenre
getTargetRating
getTargetRatingInstantCashAffector
getYearsInstantCashAffector
getYearsPassedMoneyAffector
giveInstantCash
giveMoneyToStudio
hasEvaluatedProject
hasProject
hasReachedMaximumPenalty
isGameBeingMadeFor
meetsReputationRequirement
new
payOutExistingSales
payShareMoney
penalizePlayer
pickDeadline
pickDesiredGameScale
pickDesiredGameType
pickDesiredMinimumRating
pickInstantCash
pickMonthlyFunding
pickPreferredGenre
pickShareAmount
prepareContractData
provideFunding
queueGamePublishingEvaluation
refuseOffer
releaseGame
remove
removeProject
setDelayPeriod
setMostPreferredGenre
setPublishingEvaluationState
shouldStartWork
updateRecoupAmount

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contractor



The contractor that the player makes contracts with.

Methods

• acceptOffer• acceptPublishingContract• addProjectPopularity• addProjectToEvaluate• addSaleMoney• applyCancelPenalty• applyMilestone• applyScrapPenalty• beginWork• calculateDeadline• calculateInstantCash• calculateMonthlyFunding• canPublishGame• clearAllContractData• clearContractData• clearEvaluationData• createBeginWorkPopup• createUpcomingContractDisplay• declinePublishingContract• doesProjectRequireEvaluation• evaluateGamePublishingRisk• evaluateProjectSuccess• failContract• getAvoidedGenres• getContractCount• getContractData• getData• getDeadline• getDelayPeriod• getDesiredCost• getDesiredGameScale• getDesiredGameType• getDevCostMultiplier• getEmployeeCountFundingAffector• getExtraScale• getGamePublishingContract• getID• getInstantCash• getInstantCashScaleMultiplier• getLogo• getMaxExtraTimeAfterDeadline• getMaximumReputation• getMinimumEmployees• getMinimumReputation• getMinimumShares• getMonthlyFunding• getName• getOverDeadlineMoneyPenalty• getOverDeadlinePenalty• getOverDeadlineReputationLoss• getPenaltyMultiplier• getPreferredGenres• getProjects• getPublishingState• getRatingFundingAffector• getScaleFundingAffector• getScrapGameMoneyPenalty• getShareFromMoney• getTargetGenre• getTargetRating• getTargetRatingInstantCashAffector• getYearsInstantCashAffector• getYearsPassedMoneyAffector• giveInstantCash• giveMoneyToStudio• hasEvaluatedProject• hasProject• hasReachedMaximumPenalty• isGameBeingMadeFor• meetsReputationRequirement• new• payOutExistingSales• payShareMoney• penalizePlayer• pickDeadline• pickDesiredGameScale• pickDesiredGameType• pickDesiredMinimumRating• pickInstantCash• pickMonthlyFunding• pickPreferredGenre• pickShareAmount• prepareContractData• provideFunding• queueGamePublishingEvaluation• refuseOffer• releaseGame• remove• removeProject• setDelayPeriod• setMostPreferredGenre• setPublishingEvaluationState• shouldStartWork• updateRecoupAmount

Variables

INSTANT_CASH_ROUNDING_SEGMENT (10000)

will round the amount of instant cash by this. (4000 rounded to 10000, 21000 rounded to 30000, 40000 rounded to 40000, etc.).

FUNDING_ROUNDING_SEGMENT

will round the monthly funding by this. Same rounding logic as with the other rounding segment.

TIME_TO_EVALUATE_PROJECT_SUCCESS (20)

evaluation of a project's success requires this much time in days.

BASE_PROJECT_DEADLINE_TIME_AMOUNT (4)

the base deadline time amount in months.

SCALE_TO_DEADLINE_TIME (3)

add this much time to the deadline per each point in scale.

PASSED_YEARS_TO_DEADLINE_TIME (2)

decrease the deadline by this many months per each passed year..

EMPLOYEE_COUNT_TO_DEADLINE_TIME_REDUCTION (3 / 20)

20 employees in office will reduce deadline time by 3 months.

DEFAULT_SHARE_LOSS_PER_DAY_OVER_DEADLINE (0.02)

how much of max share we lose in case we're over the deadline per each day.

DEFAULT_MAX_EXTRA_TIME_AFTER_DEADLINE (80)

how much extra time the contractor will wait, if the player has gone over the deadline and has reached the minimum share amount due to that, before cancelling the project.

FAILED_PROJECT_REPUTATION_LOSS_PER_MONEY_SPENT (70)

lose 1 reputation per this much money spent on the project by the contractor.

FAILED_PROJECT_REPUTATION_LOSS_PER_MONEY_SPENT_PUBLISHED (50)

same as the one above, but when the project is being published.

MILESTONE_EARLY_COMPLETION_TIME (10)

if the milestone has been reached this much time before the set date, we get a bonus.

MILESTONE_EARLY_COMPLETION_BONUS_BASE_AMOUNT (1000)

the base cash bonus for completing a milestone early.

MILESTONE_EARLY_COMPLETION_BONUS_PER_SCALE (10000)

the extra cash bonus for completing a milestone early per each scale point of the project.

MILESTONE_DEADLINE_REDUCE_AMOUNT (0.9)

when completing a milestone ahead of schedule decrease the development time by the distance between us and the milestone and multiply the distance by this value. (lower value = less decrease in the deadline)

REPUTATION_LOSS_FROM_MISSED_MILESTONE (2)

lose this much reputation each day when you miss a milestone.

REPUTATION_GAIN_FROM_AHEAD_OF_TIME_MILESTONE (10)

gain this much reputation when completing a milestone ahead of time.

REPUTATION_GAIN_FROM_AHEAD_OF_TIME_MILESTONE_SCALE_MULTIPLIER (5)

multiply the game scale by this much and add the sum to reputation when completing a milestone ahead of time.

SCRAP_PUBLISHED_GAME_PENALTY_MULTIPLIER (2)

after scrapping a game project, the funding costs are multiplied by this when calculating the penalty.

GAME_PUBLISHING_EVALUATION_TIME ({3, 5})

min max, how much time in days it takes for the contractor to finish evaluating the project publishing risk.

CONTRACT_TYPES

table containing 2 keys: REGULAR and PUBLISHED.

EVALUATION_STATES

table containing 3 keys: NONE, EVALUATING and EVALUATED.

PUBLISHING_EVALUATION_STATES

table containing 4 keys: DECLINED, PLAYER_DECLINED, ACCEPTED, EVALUATING.


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Events

NEW_MILESTONE

fired when a new milestone is started.

MILESTONE_REACHED

fired when the player has reached a milestone.

LOADED

fired after loading a contractor from a savefile.

BEGUN_PROJECT_SETUP

fired when the player has to setup a contract game project. (time has come)