I don’t know if the game has it already, I am going to describe the season simulation here.
The seasons of a year can have an impact on the sells amount of a game.
The simulation needs three factors mainly:
- fixed holidays (mostly for younger gamers), more time for gaming
- or less time for gaming, if the whole family drives away
- weather, more time for gaming on rain/clouds and snow
- feast days, e.g. christmas
- e.g. more money for games
The simulation needs a compromise which factors to include and how much of it.
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Thats a great idea I must admit. So each day has a set of weather, Sunny = More sales of games while Cold or wet = much less sales. You could have a statistic to show who is playing your game each day, so its you can tell for future games whether people play your game for the first few days then give it up or something…
Here is a example image of a year with seasons and lines for different factors, the values depend on my assumptions only.
You could put it in European Seasons so like Summer would mean less (?) game sales compared to winter where you would get more because everyone is inside.
Yes, jan/dec is winter, jul is summer. And the rest it between them. The summer has less customers depending on weather, but more young gamers depending on school holidays. But the last point has a relation to family tours, I do not know how to calculate this effect in it. And the feast days, like easter, christmas have a positive effect on customers, because the people give gifts.
Yeah if they be broke up into seasons and if you add statistics on how many people play per-week so it works like in July, 4,000 people played due to Summer compared to 1,700 in September due to school starting and end of Summer.
Maybe this feature needs another feature. Because it’s hard to estimate the developement time. In the classic application developement it can begin with a scheduling of developement processes. It might be useful if the start window of game developing process contains a developement schedule with some phases and the week count. That schedule has not to be perfect, because scheduling is vague. E.g. a testing phase can be longer if the bug count is much higher than expected. But it should give a roughtly impression about the process to terminate a game for the right season.
So like how THQ used to have:
3 months pre-development plan, 6 month development phase, 3 month bug phase for example…
I love the idea of adding a scheduling script so you create a plan like that ^ that has 3-4 different catagories including pre-development, development and bug phases for example…and you got to keep a plan of what you want games to be made and released and I think a schedule should be one of the main features in the game you need.