tag:blogger.com,1999:blog-60472980239793016152024-03-14T11:24:44.905-04:00GROWsimInformation, updates, and other nonsense related to "GROWsim", a medical marijuana simulation game by Matt Di Spirito. Anonymoushttp://www.blogger.com/profile/00031038169242567903noreply@blogger.comBlogger30125truetag:blogger.com,1999:blog-6047298023979301615.post-24038627349325979522014-08-27T16:41:00.001-04:002014-08-27T16:41:12.065-04:00Custom Strains: Share Some Stuff!Hey! <br />
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If anyone is still playing Growsim and you have some special strains to share, post it! <br />
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I'd like to get a library of stuff together and maybe use it in the updated version of Growsim.<br />
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Share it in the comments!Anonymoushttp://www.blogger.com/profile/00031038169242567903noreply@blogger.com1tag:blogger.com,1999:blog-6047298023979301615.post-13171721636099005692014-07-25T02:56:00.002-04:002014-07-25T02:59:45.998-04:00Hows about this idea?First of all, I'm flabbergasted that Growsim is making into the top 1000 on IndieDB--I think it even hit 300ish at one point. Seriously? You guys are bad-ass.<br />
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Secondly, I think I'm going to build a whole new Growsim from the ground up and use as much original content as possible.<br />
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So here's my thoughts (and wishlist) if you wanna get in on the action:<br />
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I need graphics. Lots o' graphics. Pictures of seeds, saplings, plants, buckets, medium, nutrients, watering devices, lights, and all sorts of grow-related stuff. <br />
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In return, I'll include you in the credits (make sure you note how you want to your name to appear) and I'll send you the cheat sheet for the new version when it's done (which means I'll need your e-mail, too). <br />
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I DO NOT have any sort of time-table for this project; I could bore you with all the madness I have to deal with on a day-to-day basis, but suffice to say that I can only dedicate a wee bit o' time to Growsim out of my schedule. However, I will get it done--barring the apocalypse, of course.<br />
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What do you peoples think? Any interest?<br />
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* Side-note: if you're interested in stories (the thinks you read) and such, visit <a href="http://digitaldispirito.blogspot.com/" target="_blank">my site here</a> to check out all my published work and download some free tales.Anonymoushttp://www.blogger.com/profile/00031038169242567903noreply@blogger.com0tag:blogger.com,1999:blog-6047298023979301615.post-68296792255461281412014-07-20T17:55:00.001-04:002014-07-20T17:56:18.352-04:00Cheat Sheet UpdateThe Growsim cheat sheet is available for download again.<br />
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Gumroad is the new file host and payment processor: you can <a href="https://gumroad.com/l/dXeBi" target="_blank">click here</a> to buy and download the cheat sheet right now.<br />
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If you can't or won't use Gumroad, send me a <a href="https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=6CNYG2PH24GTL" target="_blank">PayPal payment</a> for $1 and I will e-mail the file to you upon payment confirmation (within 24 hours).Anonymoushttp://www.blogger.com/profile/00031038169242567903noreply@blogger.com0tag:blogger.com,1999:blog-6047298023979301615.post-21413395338527638872014-07-15T16:24:00.000-04:002014-07-15T16:25:17.141-04:00Growsim Update: 7/15/14Greetings!<br />
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Over the next few months (probably longer), I'll be working on some tweaks, updates, and other content to create a new version of Growsim. It won't be a sequel, really, but more like a expansion pack with some improved in-game resources and mechanics.<br />
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The cheat sheet will be available for download shortly again. I am looking for a reputable and easy-to-use digital goods merchant without exorbitant fees. The cheat sheet will be $1, as usual, and any funds are going towards a new Growsim and related marketing and listing fees.<br />
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Now is the time to let me know if you have any suggestions or ideas to improve the existing game; new systems and mechanics are much lower priority than improvements to the existing game. New content and concepts are welcome.<br />
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Stay tuned!Anonymoushttp://www.blogger.com/profile/00031038169242567903noreply@blogger.com0tag:blogger.com,1999:blog-6047298023979301615.post-78336183794965637912014-01-13T16:03:00.001-05:002014-01-13T16:03:02.365-05:00Any Suggestions?Greetings!<br />
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Now that "Growsim" is out there, more or less finished, I'll be working to track down any bugs and improve whatever I can, whenever I can. <br />
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I'm open to any suggestions! If there's something you think needs to be improved or a feature you'd like to see added, drop me a line ASAP. <br />
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Right now, I've outlined the following goals for "Growsim":<br />
- clean up the game code and eliminate any performance issues<br />
- convert the game to other platforms<br />
- add new unlock codes and expand existing features<br />
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<br />Anonymoushttp://www.blogger.com/profile/00031038169242567903noreply@blogger.com0tag:blogger.com,1999:blog-6047298023979301615.post-61175363131174373882014-01-09T20:08:00.001-05:002014-05-29T00:48:59.474-04:00Final Version ReleasedGreetings!<br />
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The final version of "Growsim" is now available for download. This is a free, full version complete with all features enabled and no restrictions of any kind. The setup file is for Windows systems: download and run the file to install the game. No additional software is installed and an uninstaller is included. Click the link on the right to download the installer!<br />
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"Growsim" is now released and will receive updates, patches, and new content if time permits. If you'd like to support the project and encourage development, buy a 'cheat sheet' for $1. Cheat sheets include tips and tricks from the developer to maximize plant production, along with a list of all the secret unlock codes in the game. Contact me if interested.<br />
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If you'd like to play online, click "Play Online Now" on the right side. Additional versions are available for Chrome: visit the Chrome Webstore or click the link on the right to visit the Chrome Webstore page.<br />
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Thanks for checking it out!Anonymoushttp://www.blogger.com/profile/00031038169242567903noreply@blogger.com0tag:blogger.com,1999:blog-6047298023979301615.post-8325199512389710892014-01-06T15:41:00.003-05:002014-01-06T15:41:49.548-05:00Game Versions & ReleasesGreetings,<br />
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Here's the scoop: "Growsim" will be fully released shortly and I am going with a free version. Early play-testers have moved on to other projects and feedback is scarce, so I can't in good conscience release a premium, paid version without further testing.<br />
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"Growsim" will be completely free--all features will be unlocked and available, no strings attached. When it is available, links and updates will be posted. Expect the full version by 1/12/14, the latest.<br />
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I will attempt to push "Growsim" to other platforms, as well, so stay tuned if you're interested in the game for a particular OS. <br />
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There will be an option to donate to the project via PayPal. If you'd like to support future projects, along with updates for "Growsim", consider donating. All donors will receive a cheat sheet with all the in-game unlock codes (along with a description of what they do). <br />
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As I update the game, any new information will be posted. Occasionally, I will post one of the secret game codes on this site.<br />
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Thanks for reading.Anonymoushttp://www.blogger.com/profile/00031038169242567903noreply@blogger.com0tag:blogger.com,1999:blog-6047298023979301615.post-63177722793051383322013-12-26T15:45:00.002-05:002013-12-26T15:45:39.577-05:00Release InfoGreetings.<br />
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"Growsim" will be released as a full beta version very soon. I've been thinking about how to go about it, and listening to some feedback from people checking it out and play-testing it, and decided to go with a different release format.<br />
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The full game will be available free of charge, no strings attached. A few features will be disabled in this free version, such as importing and exporting clones, but all other functionality will work normally--saving games and unlock codes will be available in the free version. <br />
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If you decide to support the project and buy "Growsim", you'll receive an in-game sheet with all the available unlock codes (you won't have to wait to discover them in the game) and you'll be able to export plants (save them to your computer) and import saved plants into any game of "Growsim", or share the exported plants with anyone using a full version of "Growsim". Future updates that include new codes or premium features will be available for users of the paid version, but all bug fixes and other updates will be free for any user of "Growsim".<br />
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Over the next two weeks, I'll be finishing some minor bug fixes and tweaks, getting feedback from play-testing, and the release version of "Growsim" should be available by mid-January. All links to download the game will be available on this site with info where to find more info on the web.<br />
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Thanks for reading! Anonymoushttp://www.blogger.com/profile/00031038169242567903noreply@blogger.com0tag:blogger.com,1999:blog-6047298023979301615.post-44665938812748739032013-12-16T21:05:00.001-05:002013-12-16T21:05:10.690-05:00New Screens & InfoGreetings!<br />
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The Features page has been updated to include changes in the latest version.<br />
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Some new screenshots are available on the "Growsim Media" page. After putting them up, I scrolled through the previous images and videos and there's sort of a film reel of the project's evolution on display. It's probably only something the creator experiences, but it's cool seeing the progression. If you ever worked on a creative project, or even a work project, and saw it grow from the beginning, then you know what I'm saying... ya feel me. <br />
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Now, about the Indiegogo campaign: it's a fundraiser to try and get "Growsim" on Steam Greenlight and other portals, and to do some marketing. If you aren't familiar with Steam, then just know it's pretty much the biggest online game platform with something like 2+ million people connected at any given time. There's a developer fee to join up--hence, a fundraiser. <br />
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There are some rewards that can't be had otherwise, though. For $5 you can grab a copy of the game starting with the current beta version and all future versions; for $10, you get the game and the right to name a patient and clinic that can appear in-game; and for $20, you get the previous two perks and the right to create your own strain of marijuana! You'll get a code to claim a free clone of your plant in the game, too.<br />
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If you haven't tried the demo, give it a spin and--at the very least--leave some feedback. If you're willing to do a review and have some experience or exposure on a channel that does reviews, please let me know and I'll set you up with a copy of the full game.<br />
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You can try an online demo or download the demo for free by clicking on the links to the right. There is a Chrome Webstore version available also.<br />
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Thanks!Anonymoushttp://www.blogger.com/profile/00031038169242567903noreply@blogger.com0tag:blogger.com,1999:blog-6047298023979301615.post-38057936735770439362013-12-13T19:33:00.004-05:002013-12-13T19:33:55.075-05:00"Growsim" on IndiegogoGreetings! As of today (12/13/13), "Growsim" is on Indiegogo in hopes of raising some funds to pay the Steam Greenlight fee and provide some marketing for the game. There are some nice perks for contributing, as well.<br />
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<a href="http://www.indiegogo.com/projects/growsim-a-medical-marijuana-simulation-game/x/5732854" target="_blank">Here's the link to "Growsim" on Indiegogo</a><br />
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If it's not something you're interested in--or don't have the cash--I'd still greatly appreciate any feedback on the game. Try the demo and drop me a line with your thoughts. <br />
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Oh, and please spread the word if you find "Growsim" even a little interesting!Anonymoushttp://www.blogger.com/profile/00031038169242567903noreply@blogger.com0tag:blogger.com,1999:blog-6047298023979301615.post-42155213804821135012013-12-12T02:41:00.000-05:002013-12-12T02:41:06.017-05:00Steam Greenlight Concept"Growsim" has been submitted to Steam Greenlight as a game concept to get feedback. If you're on Steam and would like to check it out, I've added the link to the box at the right.<br />
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Greenlight is part of the plan, so stay tuned if use it.Anonymoushttp://www.blogger.com/profile/00031038169242567903noreply@blogger.com0tag:blogger.com,1999:blog-6047298023979301615.post-75926845284797617152013-12-10T20:40:00.000-05:002013-12-10T20:40:06.975-05:00Demo on ChromeGreetings. The "Growsim" demo is now available from the Chrome web-store. If you use the Chrome browser, head over to <a href="https://chrome.google.com/webstore/detail/growsim-free/nfdpnpnbghpiogfchoefefahopldkfoc?hl=en&gl=US" target="_blank">the "Growsim Free" page</a> and get it!<br />
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The download links on the right have been updated to point to the IndieDB download page for the demo. Suffice to say, it's easier and cheaper than trying to host the files myself--work smarter, not harder?<br />
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As always, any comments or suggestions are welcome.Anonymoushttp://www.blogger.com/profile/00031038169242567903noreply@blogger.com0tag:blogger.com,1999:blog-6047298023979301615.post-49798194204088192942013-12-06T22:24:00.002-05:002013-12-10T18:16:32.058-05:00"Growsim" demo available for download & online play!Greetings!<br />
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A late alpha version of "Growsim" is available for download or online play as of today. The game is still being tested, balanced, and updated, so this is NOT a final version. Also note this is a demo version and a few features are disabled.<br />
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<a href="http://www.indiedb.com/games/growsim/downloads/growsim-demo" target="_blank">Download Growsim</a> - click the link to download the installer, run the downloaded file when complete<br />
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*** The installer does not add any 3rd-party software or collect any information about you or your computer ***<br />
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<a href="https://dl.dropboxusercontent.com/u/125327365/web0095/index.html" target="_blank">Play online now!</a> - click the link to open a new window / tab and start a game<br />
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*** Note that some browsers don't accept the 'Exit Game' button, so close the browser window/tab when you're done ***<br />
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<b>Thanks for checking it out! Any feedback is most welcome.</b>Anonymoushttp://www.blogger.com/profile/00031038169242567903noreply@blogger.com0tag:blogger.com,1999:blog-6047298023979301615.post-75857850052532569642013-12-05T16:03:00.001-05:002013-12-05T16:03:33.532-05:00Ideas behind "Growsim" - the big picture?Greetings. This post is more of a general discussion of ideas, concepts, and plans regarding the game. I've had some feedback from videos, news, and play-testing that has been extremely helpful in solidifying what I expect and what I want with "Growsim".<br />
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I'm a big simulation game fan. If you've played and enjoyed Capitalism, SimCity, SimLife, Civilization, Rollercoaster Tycoon, Zoo Tycoon, or FTL, then you know what I'm referring to! Personally, I'm madly in love with games that use a simple interface and minimal eye-candy to accomplish something special. If the gameplay makes you come back for more time and again, then it's a win--regardless of what it looks or sounds like. Presentation is all well and good, but gameplay is paramount.<br />
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Graphically, "Growsim" isn't pretty but it won't blind anyone with ugliness, either. It's functional. It's an interface intended to run a simulation with game mechanics sprinkled throughout. Perhaps if I had the budget, I'd hire an artist to do some work, but I think that can wait--either until the lottery ticket pays off or "Growsim" earns enough profit to do a prettier sequel. I'm sure there are gamers who rely on graphic and sound to judge a game, but I'm not too worried about it. <br />
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So why medical marijuana? After all, simulations can be about anything imaginable--even fictional pursuits are viable. First, it's a contemporary topic and one that is personally interesting to me. I'm much more likely to try medicines and remedies considered to be "folk" medicine, or whatever it's called, before I'll experiment with synthetic pharmaceuticals. Maybe I'm a hippy or something, but herbs and such found in nature that have healing properties makes more sense to me than drugs developed in laboratories. <br />
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Being a big fan of indie games in general, I have to make the project my own--give it a touch that marks it as an amateur attempt at something bigger. With very, very few exceptions, some of my favorite games--and most addicting ones--were and are indie games. Blockbusters often bore me and lack the originality and personality of smaller projects. I also believe indie games should be inexpensive and less demanding, offering fun and depth at a fraction of the cost and frustration. Smaller projects often mean less hardware required to run it on the user's end, allowing more people to enjoy the experience. <br />
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Over the last decade, I've worked on dozens of small games for my kids and friends, along with a few more practical ones like budgeting software, fantasy football trackers, role-playing tools, and so on. "Growsim" represents my first attempt to publish a complete game and build upon it going forward. One of the cornerstones of my projects is to have plenty of depth to encourage diversity and that "one more turn" addiction. <br />
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Thanks for reading and I hope you have a chance to try "Growsim"! A demo of the first beta release, along with a pre-release full version sale, will be available soon!<br />
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<br />Anonymoushttp://www.blogger.com/profile/00031038169242567903noreply@blogger.com0tag:blogger.com,1999:blog-6047298023979301615.post-53434536178828305332013-12-04T21:26:00.003-05:002013-12-04T21:28:13.752-05:00Gameplay Video & New FeaturesGreetings! A new video is available from the media page and is also up on my youtube page (links on the right). In this latest video, I grow a strain from beginning to end, test it, harvest it, and sell it to patients. The entire process is unedited and displays the configuration options available to players.<br />
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A bunch of hours went into play-testing the latest version, and my sincerest thanks to the handful of guys who volunteered their time to test it out. <br />
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The latest version includes the following updates:<br />
- fixed a bunch of graphical and text errors<br />
- fixed some bugs in selling to patients without sufficient money<br />
- fixed some bugs regarding identified plant information<br />
- optimized some code to reduce memory usage<br />
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Features implemented and tested:<br />
- ability to dispose of unwanted clones to make room for others<br />
- importing saved clones into new or existing games (cross-game sharing)<br />
- added larger quantity buttons when selling products<br />
- added option to give a gift to patients (free product)Anonymoushttp://www.blogger.com/profile/00031038169242567903noreply@blogger.com0tag:blogger.com,1999:blog-6047298023979301615.post-85805505382506836342013-12-02T03:05:00.000-05:002013-12-02T03:05:14.683-05:00Play-test Update & Beta ReleaseCompleted a 6 hour playtest marathon with a couple of volunteers generous enough to waste a chunk of their holiday weekend. The great news is that no serious bugs were discovered by any of the testers! There are some minor things to fix, such as some visual / display errors, incorrect text, and some pricing issues when selling product. No one experienced any freezing or game-ending problems.<div>
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I'll work through the fixes this week and the plan is to have the first beta version released by 11/7. I'm not sure what platforms it will end up on, but the links will be available on this site when the the beta is ready. "Growsim" will probably utilize a pre-release offer if anyone wants to buy the full game early and play the full version of the beta and all the updates. A free demo will be available for the beta and the final game.</div>
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Thanks for reading!</div>
Anonymoushttp://www.blogger.com/profile/00031038169242567903noreply@blogger.com0tag:blogger.com,1999:blog-6047298023979301615.post-27059472696318522412013-11-19T03:17:00.000-05:002013-11-19T03:17:00.638-05:00Plant sharing and new screenshots<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUkXRaInVMMtoBlYZl_LKsn9ubcG0Z7rqAMy3arOtXa1-RyFUpbiBxjBNljRiKw0XFVKf7vSa-QTHHkuVSNBJPoKePdYqxjWadQYKbKMAFtM3dyjPNhvlaPhhsGoc5mbhAVqJb4NXr3DM/s1600/11-19-1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="222" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUkXRaInVMMtoBlYZl_LKsn9ubcG0Z7rqAMy3arOtXa1-RyFUpbiBxjBNljRiKw0XFVKf7vSa-QTHHkuVSNBJPoKePdYqxjWadQYKbKMAFtM3dyjPNhvlaPhhsGoc5mbhAVqJb4NXr3DM/s400/11-19-1.png" width="400" /></a></div>
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"Growsim" is close to a beta release, I can feel it in my bones.<div>
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All of the features and game-play elements are in place, so it's up to play-testing and tweaking. A few interesting ones made it into the latest version--a couple of which I didn't think would work! </div>
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I've added a plant sharing system to the game, allowing players to pick any cloned plant in their inventory and generate a text code than can be shared with any other Growsim player. It's a simple copy and paste of text code; if you receive one, the game will load the code and put a clone of that plant in your storage; if you want to share a plant, the game will generate a code. </div>
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Of course, the curious will have a field day with that one, but that's okay by me. Since it's just a text code, you can paste into notepad and make changes, if you so wish. Another interesting idea is to generate codes for some of your favorite or best plants and paste them into a new game to start with something special.</div>
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Another feature is the use of 'Unlock Codes'. Every year completed, the game will award you with a code than can be entered in the options menu to gain a special bonus. There are 21 codes in the game and codes can be entered at any time, but each code works just once. If you're dedicated enough to write them down, or find out if someone else did, these codes can be used in a new game to start with extra perks.</div>
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Saving and loading games seems to work fine so far. There is a quick-save button in the game (a one-click save option), auto-save setting, and five custom save games. Games can be saved and loaded on the fly, making the above-mentioned features useful for trading clones or codes between your own games. I'm sure the system will need some tweaking to make sure it runs without any serious hiccups.</div>
Anonymoushttp://www.blogger.com/profile/00031038169242567903noreply@blogger.com0tag:blogger.com,1999:blog-6047298023979301615.post-13524216101330277892013-11-10T03:20:00.001-05:002013-11-10T03:20:29.952-05:00"GROWsim" features: Starting a New PlantGreetings. "GROWsim" has a lot going on under the hood. I'll try and lay out how one of these systems works and some of the reasoning behind the game-play.<br />
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When you start a new plant, the first choice is what type of seed to use. There are 3 tiers of random seeds to choose from, each tier will have a higher maximum potency than the previous. New plants are randomly generated based on the seed choice, with varying preferences and attributes pertaining to how the plant grows and what type of environment it prefers. Matching plant preferences with the growing environment will maximize plant growth. <br />
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There is also a seed designer, allowing you to name a strain and select options such as potency, size, preferred climate, and life-cycle. Each choice comes with a price, and designing the ultimate strain will cost quite a bit--but it's not all about the cost. Larger plants will generally consume more nutrients and water, and require more light, to reach full potential. This means more costs for you.<br />
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The other option is to use a clone. When a plant is in Sapling stage, you can clip off healthy limbs to grow clones that will have the same attributes as the parent plant. <br />
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Selecting a seed type is followed by choosing a bucket size. Larger plants will have a hard time reaching their potential in small buckets, and large buckets with small plants can result in too much water and food for the plant to use and the possibility of over-feeding. <br />
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The final step is to choose a rooting medium. Each medium has its perks and flaws, so it comes down to a matter of experimentation and preference. Do you try rooting a plant in soil to give it a sturdy base or in root moss to maximize feeding? <br />
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Until a plant is tested and its genetic attributes revealed, there is no sure way to know plant size, life-cycle, or environmental needs. Once this information is known, you can customize the grow room to suit that plant. With so many potential combinations, there should plenty of variety to keep you interested! <br />
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The goal is to avoid the unrealistic notion that a huge plant is best. It's just as possible to have a crop of smaller, fast-growing plants and the turn-over will compensate for the difference in yields. In testing, it seemed that the variety opened a lot of different strategies.<br />
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Thanks for reading. If you have any specific questions or suggestions, please leave a comment.Anonymoushttp://www.blogger.com/profile/00031038169242567903noreply@blogger.com0tag:blogger.com,1999:blog-6047298023979301615.post-12867271606159852532013-11-07T03:35:00.004-05:002013-11-07T03:35:44.768-05:00New video showing latest game-play!<div class="separator" style="clear: both; text-align: center;">
<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/dunkrZDnnL4?feature=player_embedded' frameborder='0'></iframe></div>
<br />Anonymoushttp://www.blogger.com/profile/00031038169242567903noreply@blogger.com0tag:blogger.com,1999:blog-6047298023979301615.post-7418475476330831512013-11-04T14:02:00.002-05:002013-11-04T14:02:34.672-05:00New screens, big changesGreetings. A lot of work was done the last week or two on 'Growsim' and it's looking a ton better and the engine seems to be functioning as expected--barring tweaks for balancing. I'm hoping to get a couple play-testers to give it a spin this week, so revisions will be forthcoming.<br />
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So what works? You can choose different types of plants, each with randomly-generated statistics and preferences. More expensive seeds have a higher THC level, but may have varying stats such as preferred climate, humidity, average size, and life-cycle. There are literally thousands of possibilities when all the factors are considered. Also, you can clone any plant that is growing into a sapling, so those interesting strains--or the ones you haven't been able to maximize--can continue on. <br />
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That's the biggest concept so far: figuring out how each plant grows, what it needs, and then working to setup the best environment possible for it. Plants grow and flower; when you're ready, you can harvest the plant and let it dry. Once dry, plants can be sold to patients or care centers to help pay the bills--or buy that next tier of seed. Oh, and lest I forget, the custom seed designer works! You can create your own strain of marijuana by selecting several options with varying price tags.<br />
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Here are some screens from the latest version:<br />
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The new grow room showing empty plants...</div>
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When you start a new plant, there are many options...</div>
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Each plant can be configured independently...</div>
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<br />Anonymoushttp://www.blogger.com/profile/00031038169242567903noreply@blogger.com0tag:blogger.com,1999:blog-6047298023979301615.post-81231213417470286002013-10-30T13:20:00.002-04:002013-10-30T13:20:33.086-04:00Planned Features and supportGreetings! First, I need to get it out of the way: if this game looks interesting to you, or if you like simulations, I'd appreciate any support (not cash, per se) in the form of comments, promotion, or just visiting the site, watching videos, or checking the IndieDB site (image below). I'm planning on putting up the game on Steam Greenlight, Desura, and other download sites so having interested parties always helps. I'm not begging, just saying: go check it out sometime! <br />
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Also, feel free to offer ideas, suggestions, and other feedback as I find it important to listen to what people think about something they'll be playing.<br />
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There are a few features I have planned that could be intriguing. I'm not planning any type of social or multi-player networked stuff--not easy to do with programming and a whole 'nother set of headaches. In lieu of that, I'm hoping to include some things for sharing.<br />
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One idea is to have an export button on any plant that the player has tested and knows the details (THC levels, climate, etc). The export would generate a file that any other user of 'Growsim' could load into their game as a cloned plant. I'd probably need some sort of hub to allow people to upload files, but I'm not too worried about that as a simple public dropbox link would suffice. <br />
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Simple features include screenshots, so players can share a unique strain or interesting plant they've cultivated, and hotkey saving/loading to not interrupt play time. <br />
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A new feature added recently is the Seed Designer. By choosing this option with a new plant, you can pay to have a seed tailored to your desires--for a steep price. You can choose THC level, plant size, life-cycle, climate, and humidity. This goes with the standard seed choices and clones, offering even more flexibility and customization.<br />
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Also added recently is the ability to customize the environment for each individual plant. I initially setup the game in 'rooms' which had their own environment, but allowing an unlimited number of rooms became very unwieldy at later stages. Each room can have 8 plants, so 5 rooms means managing 40 plants! During testing, even managing 3 or 4 rooms was burdensome. I decided to go with 3 rooms, 8 plants per room, and the player can pay to expand into each room, starting with just 1.<br />
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More features are coming, along with screens and videos--stay tuned.<br />
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<a href="http://www.indiedb.com/games/growsim" target="_blank" title="View Growsim on Indie DB"><img alt="Growsim" src="http://button.indiedb.com/popularity/medium/games/26420.png" /></a>
Anonymoushttp://www.blogger.com/profile/00031038169242567903noreply@blogger.com1tag:blogger.com,1999:blog-6047298023979301615.post-33862812509993042692013-10-28T04:59:00.001-04:002013-10-28T04:59:12.585-04:00Overhaul WeekJust a quick update for now. The last week has seen some heavier play-testing and a huge list of tweaks and changes from those tests. Rather than try to band-aid and patch everything, I elected to overhaul the entire engine, incorporating the feedback along with some new ideas--particularly in streamlining some tasks. Presentation got a huge upgrade, along with the interface and game menu systems. Overall, I think the project is looking vastly improved and the overhaul still has some work to do. <br />
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Here's a teaser of the new groom room and interface<br />
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<br />Anonymoushttp://www.blogger.com/profile/00031038169242567903noreply@blogger.com0tag:blogger.com,1999:blog-6047298023979301615.post-44197623142509331352013-10-20T14:07:00.004-04:002013-10-20T14:07:42.509-04:00"Growsim" new features, screens, and informationGreetings. This week, I added a bunch of new features to the engine and, so far, everything looks pretty good! There's a lot of balancing to do, as play-testing (beyond myself) has been limited. I'm sure when more eyes take a look at the alpha version, there'll be plenty of updating to do.<br />
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In the first screen below, the cloning system is displayed. Each plant will produce a number of clones distinct to their particular strain, size, and growth rate. These clones can be harvested for re-planting, as shown below. Clones are, of course, a replica of the plant from which they are harvested.<br />
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In this second shot, the clones taken from the original plant appear in the seed list. They do not cost money to plant (aside from bucket and medium) and they don't "veg" (waiting for seed to sprout). When selected for planting, the clone starts as a sapling.<br />
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Another new feature implemented this week is displayed below: pruning. Plants in juvenile or adult stage can be pruned (leaves trimmed) to encourage larger overall growth and yield. Pruning does reduce the current size of the plant, so caution is recommended, but the long-term benefit can be great. Also, the clippings from plants can be saved and sold to wholesale medical centers. A feature planned is to allow players to use the clippings to make hash and baked goods.<br />
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The last new screen below shows the flowering picture of the plant with a prompt to click the image to test the strain. Clicking on the colored flower will reveal test results including current THC levels (not potential of the plant but what the player has achieved), potential size and growth, and preferred climate.<br />
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As of right now, barring any setbacks, the first playable beta will be available by the end of October with a full release planned for December. There will be a demo version that allows all the features to be used but will have some limitation in terms of length of play or something similar. The full version is planned as a Windows program with ports available for Mac and Linux. Channels should include standard download, Chrome version, Steam, and wherever else accepts indie games. As said previously, the full version will not cost more than $10--I'm planning on $5 but some channels may have pricing restrictions. Updates, add-ons, and so on will be free for anyone who buys the full version. Anonymoushttp://www.blogger.com/profile/00031038169242567903noreply@blogger.com0tag:blogger.com,1999:blog-6047298023979301615.post-64696296413440826102013-10-13T13:21:00.005-04:002013-10-13T13:21:56.348-04:00New screens and featuresThis week, "Growsim" saw the implementation of key grow room features. There's a lot of balancing and tweaking to do, but the system enabling plants to respond to the environment, grow, and flower is now working.<br />
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Every single element of the environment is calculated to determine a plant's overall health. As it grows the plant track changes and respond accordingly--everything is calculated in real-time as the game runs. A new feature added this week is the feeding system. You can set the type of nutrients used and whether or not you want to set an "auto" feeding cycle, allowing the simulation to feed plant without manual input on a set schedule of days.<br />
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The strain system now works, too. When plants reach the 'flowering' stage, you can elect to pay for a test to know what strain of plant it is, how much THC is in the plant, and information regarding it's average size, growth rate, and preferred temperature and humidity. The strain images appear in flowering stage, showing players a colorful image of what the budding flowers look like. <br />
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The goal is to have a working, playable alpha version by the end of October. At which point, the game will need play-testers. If that's something of interest to you, drop me a line and I'll pick a few people to test the game (and get free demo versions). <br />
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Here are some new screen shots (also added to the 'Media' page).<br />
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The first image shows the new grow room along with a couple of plants growing and the information available during growth. The second image shows a strain that has been tested and identified.<br />
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<br />Anonymoushttp://www.blogger.com/profile/00031038169242567903noreply@blogger.com0tag:blogger.com,1999:blog-6047298023979301615.post-87876916954241982742013-10-06T14:04:00.001-04:002013-10-06T14:04:22.830-04:00Under the Hood with "Growsim"Greetings. This week has seen a decent amount of updates to the game, with a lot going into the engine itself--how the game works under the hood. More screenshots and video will be forthcoming. The game is still on track for a December 1st full release.<br />
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For anyone who's curious, I'll share some of what's going on under the hood. We'll focus on the plants in this article. <br />
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Each plant tracks many attributes. The two primary ones are size and growth. A plant's growth determines how fast it reaches potential size. Every plant, when the seed is started, has randomly generated attributes that determine its maximum size, growth rate, and THC potency. How the plant is cultivated determines the actual growth rate and size. <br />
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The first choices that affect this outcome are the seed type, bucket size, and rooting medium. All choices are worth exploring--there is no perfect option that works for every plant. A plant with low potential size rating is finely suited for a small bucket, as it won't need to extra space (and cost) with a large bucket. Plants that grow slowly won't benefit as much from using a rooting medium that encourages faster growth. <br />
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Each plant can be tested when it's in the flowering stage. Testing reveals the name of the strain, the current THC potency (not maximum potential but current potency), and the plant's natural climate (temperature and humidity). By testing one particular strain, cloning it, and keeping it going, players can watch the THC rating and determine if they want to keep the strain and try to maximize it or try a different seed. There will be a lot of experimentation with configurations to find the ideal for a particular plant. The most difficult challenge will be trying to customize an environment (grow room) to suit a particular strain while keeping down costs for having different rooms operational.<br />
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Every action has an affect on a plant's potential size and growth rate. Pruning leaves can help encourage the plant to stretch out and increase potential size; feeding high-quality nutrients and water can bump up growth rates; every action and decision regarding plant care and environment control has an affect on how a plant develops.<br />
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The game will remember every plant strain you discover and any new ones you cultivate. As of right now, every new game will reset the database and allow you to discover all new strains and re-discover ones you already found (with different attributes). <br />
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If there are any specific questions, please ask. Thanks for reading.Anonymoushttp://www.blogger.com/profile/00031038169242567903noreply@blogger.com0