Age of Trade
Embark on a trading adventure where strategy and resource management are key to building a prosperous trading empire!
Developed in just one month using ChatGPT for code generation and asset creation, it is impresive how much was done but it still needs lots more and can be somewhat confusing.
Please Note: With new update old save data will not be valid as I added many new resources and remade someof the existing ones. Your old save might still load but will be missing all the new stuff and might run into errors!
Features:
- Expansive Map: Explore a full map with over 50 unique locations.
- Dynamic Cities: Each city boasts a diverse population and unique set of buildings, making every location distinct.
- Complex Resource Chains: Navigate intricate resource production and consumption chains, adding depth to your trading strategy.
- Travel Options: Engage in both ground and sea travel, with the choice of manual travel and trade to each location or setting up automated trade routes.
Gameplay Tips:
- City Dynamics: Each city produces and consumes resources daily, influenced by its inhabitants. Focus on the needs of peasants and craftsmen, as these two groups are crucial for generating essential resources to sustain the population.
- Starting Resources: You begin with a carriage full of basic resources. You have the strategic choice to either supply one city to ensure it has a strong start or distribute resources across multiple cities for quicker trade opportunities.
- Earning Gold: Your primary revenue comes from citizens purchasing your stock. Efficiently manage your resources to maximize sales and profits.
- Andora: This city has the potential to produce bread, work tools and clothing. However, you'll need to identify and source the necessary base resources to facilitate this production.
Please leave feedback of how the game feels and is it going in a good direction or if you have any ideas you would like to see added!
Status | In development |
Platforms | HTML5 |
Author | bryengx |
Genre | Strategy |
Made with | Unity |
Tags | Management, Prototype, Real time strategy, Trading |
Development log
- City Data charts and Map markers72 days ago
- Main Menu and Resources UpdateJul 19, 2024
- Migration updateJul 11, 2024
- Using ChatGPT to implement Save/Load featureJul 03, 2024
- Quick updateJun 28, 2024
- Can ChatGPT make complex trading game? YES!!!Jun 27, 2024
Comments
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This is really impressive, I’ve only ever tried basic functions with chatGPT. Never thought it could actually manage a game with some hand holding, I’ll have to see what it’s capable of this early on in Godot. Thanks for the inspiration and the cool game!
Hi, the GPT tile cought my eye, but I also like this kind of games, was playing a lot of Transport Ferver. I like how prices change depending on supply, and how different settlements have different needs. Background image looks good but is to low-res. Settlement graphics look good. Did you generate visuals with AI also? If GPT generated all the code, that is quite impressive, I had issues with it on much smaller projects. Did you made some devlog on the process?
The first filing when seeing the game is that you are sole trader with one caravan and you just travel through the world buying cheap selling high. It can be played like that, but the production chanins collapse quite fast, due to cities not haveing enough resources. Making it quite hard to trade enything. I ended up just looking around the cities to find anything that can be bought just be able to sell it somehwere, no metter the price. But after some time all settlements had 0 of everyting.
So the game is intended to be played as a manager of a trading company with a fleet of caravans. But for me the game breaks eather way. You start with a small fleet and just a little money, so I couldn't expend enough before the world production collapses. It seams like the game can be solved with some realy painstaking planning, but that makes the game too hard. It could probbably make it somewhat easier with some tools to help you with that, like resource production a and demand map visualisations, some very good route editor and manager, some notifications on route efficiencies, maybe something more.
The solution to this production collapse would be either, to have oponent traders with their supply routes, and you come in functioning world as a new trader, which is somewhat harder to implement. Or you just create more self sustainable cities. Or make some resources like tools and clothing drain much slower, and don't drain all resources while production is stopped due to some other resource not being availabe.
Some other notes:
-Your stock in every settlement is a bit confusing. You have a store in every city, and people by from there? I assumed when you visit the city you sell bulk to some vendor and leave. I was confused at first, when sell the goods I didn't recieve money. Then I noticed the stock and assume that tere is unloading time, but it seems not.
-It would be nice to have a list of all your vehicles.
-I think when ilde you shoud be loosing money due to maintanance, currently it seams that the money supply rises.
-Settlements should maybe have their own money supply, ie. how much you can sell to them.
-When in a settlement you should be able to select transprot on the map with a second click, it would be more intuitive. I took me couple of minutes to find the button in the city view.
-space to pause the game.
-a conviniet tool would be when some good is selected it's price to be shown on the map near all cities.
I played an hour or so, and like the concpet, but it needs a lot of balancing and polish. I will follow further developement of the project.
Thanks for the reply and feedback, I really appreciate it!
Aside from UI buttons and frames all other graphics are AI generated. It is most visible with the map background which is too low-res as AI usually don't make images larger than 1024x1024. I should look for ways to upscale it.
Right now I'm so hyped about ChatGPT that I considered writing a devlog. But that might take some time. I didn't use ChatGPT for Unity before so I can't tell if my experience with it was normal or lucky, or I'm just good with prompts.
I'd say 80-90% of code was made by ChatGPT. The rest was me doing corrections to it and in some cases it was just easier to write few lines myself instead of coming up with more specific prompt. All generated code also had to be always double checked as it sometimes would rename attributes or forget about some classes it created before. But reviewing the code this was still faster and the end result is undeniable benefit.
For me city demands didn't feel this bad but that's probably because of my awareness how all systems work.
For now I will reduce resource consumption and see if this is enough to get at lease some cities stable.
I plan to add AI merchants too but as you said that will take some time. Same goes for data charts in cities and other useful tools.
And, yeah, how could could I forget about pause on Space bar. Will quickly add that one :)
the way you utilized gpt is impressive,meanwhile imma download this