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Question by AndrewPlayz · Nov 30, 2016 at 12:22 PM · tycoon

Tycoon Game || Tips & advice about how I could do it?

Hey guys! How are you all?

Recently I started a small project that I don't plan to release to the public, just as a kinda... 'me' game. But I want to try to push my coding skills to the ABSOLUTE most with building a tycoon style game, similar to Jurassic Park: Operation Genesis (not with the same theme/ideas). And was wondering if anyone had any tips or tricks on how to do it. I don't want objects to be placed randomly through the map, I want them to be placed on a tile like grid (invisible) to help with my minor OCD... But yeah, just any helpful pointers would be amazing and fantastic!

Have a great day!

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avatar image Metalmolekula · Nov 30, 2016 at 01:13 PM 0
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Hi!

Welcome to 'my' world, I am also working on a small tycoon style game. :D

I think the most difficult part is to keep all data at the right place and to balance the game so it will be fun and challenging from the beginning 'til the end.

$$anonymous$$y best advice: do not create anything based on the "because this is the easiest way to do it"-thinking, ins$$anonymous$$d do it as you as a player would like it be done. I know it sounds like a cliche, but it is not. :)

Good luck with the game!

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Answer by AndrewPlayz · Dec 03, 2016 at 12:13 PM

Thank you for your tip :D Do you have any ideas as to how I can pull this off code wise?

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avatar image Metalmolekula · Dec 06, 2016 at 10:46 AM 0
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Well... The mechanics should work on their own without game objects. So, I would start designing/creating the C# classes for your game. The player should be a class with properties describing one player (name, gameplay status, etc...). There will be multiple parks, so there should be a Park class and the player should have a list of Parks. Each park has different objects, from trees to attractivities. Some of these has entry fees, some does not, so you need different base classes / interfaces for these. I do not know how much coding knowledge you have, so it really depends on your knowledge. "$$anonymous$$eep it simple" can be your enemy, because well-designed class hierarchy will help you on the long run, but it will be much harder to properly design it at the beginning. $$anonymous$$y best advice (second advice if my previous advice counts :D ): create these classes separately, and create a unit test project to test them. Before progressing with the game data, always keep the test project up-to-date and use the test project to guide your design. What you will do in your test will be the same that you will do in your game, therefore as long as the unit test works, your game will work as well.

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