Blog, Developer Diary

Developer Diary Part 4: Commodities Trading14 Sep

Munitions, technology, luxuries. Trading commodities on the galactic market is at the heart of Rogueship, and so it’s arguably the most important part of the game. Keeping the trading mechanic simple and abstract, and therefore accessible, is the design challenge. At the same time, the gameplay should help the player understand some of the game’s themes, such as the volatility of markets or the importance of planning around risk.

Choosing the commodities was a matter of imaging the basic needs of a futuristic humanity, compounded by scarcities that would emerge after space colonization. The commodities must be evocative of that world, and also tell a story about a planet based on their availability and cost.

The trading mechanic runs on the rule of buying low and selling high. It’s a concept anyone can understand, and you can quickly make a decision after glancing at some numbers. For the trading screen, tabular interfaces with simple responses are ideal for the iPhone, and modeling trading in the native table views felt familiar and fluid.

The second element of trading is randomness; downturns and windfalls. To represent the galactic ebb and flow of consumption, Rogueship has a market index which modifies the base price of commodities, moving up or down in trends. The player must time their trades to opportunity, giving the extra thrill of running cargo on a deadline before they’re selling at a loss, or seeing cargo that they’re sitting on jump in value.

A balanced trading strategy must play on known commodity values while planning for risk.

The final element of trading is the criminal one; contraband and the black market. You have the option of accepting extreme risk or reward by smuggling contraband cargo, which continually sees wild fluctuations in price and can be sold for a quick profit or made into a prosperous career. The danger, however, rests in the hands of the Regulators, enforcers employed by the merchant cartels to portal the tradeways of space and issue brutal inspections to potential smuggling vessels. Upon arrest, the criminal fines can easily bankrupt a player.

Throughout a game of Rogueship, events may nudge the market in one direction or another, but the core strategy and mechanics remain simple and unchanged. It’s not a matter of how to trade, but what to trade and when. And of course, better players will find ways to set the odds in their favor.

Read Part 1: Design Foundation
Read Part 2: Gameplay Foundation
Read Part 3: World Foundation
Read Part 5: Combat
Read Part 6: Events

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If you have feedback, bugs to report, or technical problems, please send an email to cmd@rogueship.net.

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