Submissions by jackwilson tagged simulation

Power Tycoon is a simulation/strategy game where the player controls a power company employed to manage the power for an entire city. The player needs to provide power to residences and businesses as the city grows, making sure to avoid power outages or inadequate supply.

The key game mechanic is placing infrastructure components to supply buildings with power. This includes placing power lines of different types, transformers, and generators. The player needs to connect these to ensure that each building receives appropriate voltage and current - certain business may need a greater voltage than others.

A secondary mechanic is accounting for the cost of infrastructure. The player receives an income from each building, which they can use to acquire new infrastructure components. The government will force the price of power down however if outages are too frequent.

Each level changes the structures present in the terrain which could have negative effects on power delivery, and must be dealt with by the player. The cities will also expand at different rates, and with different variations of buildings.


Image source Marcus Wong, retrieved 30/07/2016 from https://commons.wikimedia.org/wiki/File:500kv-power-lines-australia.jpg

A simulation/tycoon game with a very colourful aesthetic where you control a set of sweet shops on earth. The player's aim is to stay in business for as long as possible, by staying profitable.

Certain forces work against the player as they run their business. Customers are constantly demanding new sweets, which the player must design. These could be popular or unpopular depending on the current 'fads'. The player must be careful however, as certain ingredients or sizes of sweets can spread tooth decay or heart problems to their customers. If this occurs the player would encounter a fine that grows progressively larger each time.

Furthermore, if the player does not expand fast enough then the market that cannot access your sweet shops may cause favour to sway to the competition. Of course this would decrease revenue and make staying in business far more difficult.

The player must manage the stock levels of different sweets in each store based on demand, and order an appropriate amount of ingredients to the factory or factories that manufacture their custom sweets.

As the player expands, they must manage more shops, create more sweets and produce larger quantities of them. This causes the difficulty level to increase as more actions must be performed in a smaller period of time.

Sweets by Charlie Buckett, image retrieved 21/07/2016 from http://www.littlegatherer.com/eat/creative-showcase-charlie-buckett

Weatherman is a puzzle/simulation game, designed around the dissonance between the weather forecast and the actual weather. The player plays as 'God', and is tasked with making the weather as alike to the forecast as possible.

The game begins with a tv style weather forecast for each level, that the player is perhaps watching from a setting on the clouds. This weather forecast can be watched again at any time during the level. The player is then shown a detailed, colour satellite view of the forecasted area, with small indicators of key areas that are also present on the forecast.

To change the weather over time, the player can change the pressure of areas of the screen using a mouse or VR Vive controllers, by either holding the left button or moving their hand forwards to push a wireframe heightmap inwards, representing low pressure, or doing the opposite to represent high pressure. Other interactions to control rain and clouds are also available.

The player can finally press a simulate button, after which - based on the player's input, the weather will be simulated over a (sped up) period of around one day. If it is close enough to the forecast, the player wins the level!


Image source Getty Images, retrieved 20/07/2016 from http://www.gettyimages.co.nz/pictures/auckland-new-zealand-true-colour-satellite-image-of-news-photo-129380506