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Nate

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Everything posted by Nate

  1. I'm not sure to be honest. Developer costs usually vary from one developer to the next.. however, I know @PaulSonny creates HTML5 games. Perhaps he would be able to answer this?
  2. Only thing I would suggest to add, would be perhaps how about having 2 streams of this active at any one time? So each (example) Monday a new review thread starts, however it stays open for the current 2 weeks.
  3. Would it be possible to perhaps integrate something into the games list, so that perhaps the creator could update a consistent stream of updates there instead? Perhaps there could be a forum category where we aren't able to create new topics, however any content added to the above idea would auto link into a new thread for replies etc. Perhaps a game creator could also give others (i.e., "staff" from their game) permission to update their game with news? Im just throwing random ideas out there. I think keeping all updates for a game within 1 thread could have the potential to have new updates lost once a few people have relied?
  4. Thanks man, I appreciate you taking the time to read it :-) Glad I seem to be doing something right! Haha
  5. Since I'm still not sure if there is a correct place for "pet site news", my 3rd update is now live for The Lost Fable: http://thelostfable.com/temporary_forums/index.php?topic=6.0 Let me know your thoughts
  6. Ah that makes sense. A blog that would would allow you to post up details of what you're upto etc and allows you to be visible to other users, so like a "public" blog/list type of thing. Its a good idea, perhaps you could have a "like" button and each time someone likes a blog users post the blog owner gets points.
  7. Great News! Looking forward to having a play with it!
  8. Great stuff! Alrighty, I may post some content in that case. Is there any rule for/against linking to external content? For example, if I write about a game, but I've made a youtube video of a similar topic, could i link to it?
  9. Glad I could help Anything else you are planning to de-cron?
  10. I completely disagree. Only this weekend did i find out that my 10 year old daughter has 30 friends on roblox who are complete strangers who know her name and the town she lives in. I had her remove any friends who she didn't know in real life. Admittedly, she visits me only twice a month, so i dont get to check her list very often and her Mother doesnt monitor her at all, but that is beside the point. Children.. are just that - children. It is not their responsibility to decide if content is age appropriate for them - it is the content creators and the child's parents responsibility. My website will allow anyone of any age, however anyone who is under 13 years of age will simply not have access to any form of chat/communications functionality, and will appear invisible to the other users of the website.
  11. Great idea! Quick question though - what if multiple people submit virtually the same/similar content for the same game?
  12. ... and perhaps if you cant decide you could have have it rotate between different styles ;) Good luck with this
  13. You have a really pretty style. Good luck selling
  14. After coming back to read this idea I wrote, and expecially after reading your post, I can see how much of a negative thing this would be for my game. I kinda just posted it here when it was a brainspark, without really considering the full implications of it haha. Thats for your input on this, I'm thinking it wise to not go down the route of opening times :D:D
  15. Hi @Aminirus Thanks for sharing. I'll let you know if i end up using them
  16. Hi All, I've just finished coding the "Trading" section of The Lost Fable, and now I'm working on the Markets (aka "User Shops"). One unique twist on Markets (to wet your appetite) is that you can set 1 or more of your shops (yes, users can have multiple) to "public" or "clan". If you set it as a Clan Shop, it will be integrated within your clan, and you and your other Clan Members (Clan = Guilds) can merge into Shopping Malls, and in turn, restock each others shops. ALL profits from Clan Markets are equally distributed between all Clan Members that have an authorised Clan Shop (Clan owner must authorise). Aaaanyway, onto what I actually want to discuss in this thread: One thing I've thought of while starting developing it, is how much it would cost to run. In the real world you would pay rent, upkeep, staff wages etc, so there would be an ongoing continuous cost involved. To simplify this cost, I have decided to make it so that as a Shop Owner you must pay a % of all profits from sales. As a unique twist on this, I'm also going to allow you as a shop owner, to set your shop's opening hours. My thoughts on opening hours are as follows: - A user may only purchase an item from a shop if the shop is currently "open". - A shop may be visited while it is closed, however the user will be advised the times the shop is open and closed. - For each sale made, a percentage of that sale is deducted from the total paid. - The longer you set your opening hours to.. the higher the percentage you will pay. So this would be something like: Time shop is open per day => Percent paid from each sale 1 hour => 1% 2 hours => 2% 5 hours => 5% 8 hours => 8% 12 hours => 12% 24 hours => 24% The above values are just examples - I'll need to figure out the exact percentage (probably much less than that). But assuming those are the percentages: If you own a shop that is open for 1 hour per day, and a user purchases an item from your shop that costs 1,000 gold... 10 gold is paid in shop upkeep. If you own a shop that is open for 5 hours per day, and a user purchases and item that costs 1,000 gold... 50 gold is paid.. 16 hours for a 1,000 gold item would charge you 160 gold of that purchase.. etc. I'm also going to code into the shops detailed analytics for the shop owner, so that they can see which times of the day are profitable for them, which times of the day people have visited but their shop was closed (lost a potential sale) etc. This would allow the shop owner to make decisions about which times of the day their shop should be open. From a "Hardcore player" standpoint.. those that like to "maximise".... Since I'm going to make it so that you make own an unlimited number of shops (each costing more to create), In theory, the most "profitable" way to maintain the lowest percentage, but always be open.. would be to own 24 shops, one for every hour, all restocking the same items.... but that would require alot of dedication etc.. Still things here im thinking about, but i really like the idea of opening times affecting how much the owner pays... Thoughts?
  17. @Digital It's creepy how close you described how I imagined this would work haha! That would actually be a really interesting feature that hasnt really been done before!
  18. Thanks for the info @Aminirus I'm thinking that I may hire someone initially with an agreement for onsite currency, and perhaps offer real money in the future if the game starts to make an income
  19. Thanks for the feedback @SingSong I really appreciate it ! -------------------- On another note, I'm going to post an update on the TFL forums twice a week (Mondays and Thursdays). The second post is available now, and is more philosophy than anything: Post
  20. Disclaimer: Sorry for the double post. I want to trigger a new notification for @Boltgreywing So my answers in green: I am quite curious as to how one builds an npc in a virtual petsite? It isnt a case of "building" an NPC. All you need to do is the give the user the impression that an NPC actually exists. You could display an NPC image with text underneath. For the user this then looks like an NPC. Does it require certain parameters to be filled out? It totally comes down to what you want it to do. How does it know when it should appear and disappear? Depends on your context and how to plan to use it? How does approve or disprove an npc loan? This is specific to the other thread, but refer to my first point - doesnt have to actually exist. @Nate.Tube: Mentioned that one could use an npc to help out the bank scenario. As above. How advanced can an npc get? As advanced as you want to code it. Would the variables for the npc involving the lone fit into these categories: Pays late, pays early, pays on time, never pays lone back, points in npc pouch, npcs income per minute and many more. Again, this would be unique to the specific feature you were coding. Would the npcs setting be better based in hex, binary, string or integers? As above. Any advice guys? Hope this helps?
  21. Hi @Boltgreywing I think you will need to provide more context to this before anyone is able to give any suggestions or advise. For example; What benefit does a blog bring to a user of your site? What exists at the moment? What are "points" and how common are they? When you title says "revenue", this suggests making real money.. but your thread content seems to contradict that? Could you clarify?
  22. Hi World, I'm Nate and I'm a developer. My languages include PHP, HTML/CSS, SQL, javascript (mainly jQuery), C# I'm not currently looking for work as I spend 90% of my free time developing my own website The Lost Fable however I am posting this thread because i would like to get onto the Core Members / Programmers list if i decided to look for work in the future. Thanks Nate
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