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Screenshot is of older version. This version has no numbers, promise.


Whipped the source out earlier this weekend, finished it.

Windows (600kb)
OSX 10.5+ (1.1mb)


edit: I updated this, to add dialog boxes proper instead of having messages overwrite the tooltips.
editedit: another update; in game restart, title screen proper; made it more gui-driven


  1. Ian Bogost wrote:

    Is this build broken? The treasury depletes instantly. Or is that intentional, and if so why?

    Sunday, January 25, 2009 at 3:26 pm | Permalink
  2. Increpare wrote:

    Instantly? It ought deplete *quickly*, to be sure, but not instantly.

    It is intentional, to the extent that I wanted to create a situation that would force the player to choose (potentially) unpleasant measures to sustain itself. (at the same time, I don’t really aim to make any historical statements, or claim any accuracy in my model).

    Originally I wanted to have something that would give the player longer to assess choices before finding themselves in the situation of having to do whatever. I didn’t want to spend too much time fiddling with the dynamics of the city, so once I had something that more or less behaved as I wished it to, I was happy to call it done.

    Sunday, January 25, 2009 at 11:11 pm | Permalink
  3. Ian Bogost wrote:

    It depletes in about 10 seconds if I do nothing. I’m assuming that’s what you wanted? I’m going to try again and see how it goes. I haven’t yet been able to build any sort of strategy… for example, raising taxes does not seem to increase cash reserves.

    Monday, January 26, 2009 at 7:03 pm | Permalink
  4. Ian Bogost wrote:

    Also, I think that subsequent plays may not run like the first one. I wonder if there is some variable that’s not being reinitialized? The treasury depletes for me in 2-3 seconds when I play again.

    Monday, January 26, 2009 at 7:05 pm | Permalink
  5. Icecube wrote:

    You’re not the first person to mention this. Hmm. I had thought I had managed to convince myself that it must all be in their heads. I *think* it’s a problem with the windows threading code. I’ll put up a build later this week where I’ll go back to a more basic timing model. blech.

    (thanks for flagging it, though)

    Tuesday, January 27, 2009 at 4:06 pm | Permalink
  6. Icecube wrote:

    Okay. I fixed the problem. Turned out there was a variable that wasn’t being reset. Thank you.

    (also, I think I might be quite interested in your work. I had not know of it until your comment…I will have a proper read, once I’ve gotten my current (trifle of a) project out of the way)

    Tuesday, January 27, 2009 at 6:23 pm | Permalink

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