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Show HN: Merchant.js, a state framework for creating idle games

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Re: Show HN: Merchant.js, a state framework for creating idle games

#14
post #10

I've recently been playing a fascinatingly complex mobile incremental/idle game called Almost a Hero [0] by Bee Square Games, and as a case study in game design, it's rather fascinating to think about how the developers must have implemented the game logic to result in the reliable behavior the game exhibits. While OP's framework is well-suited to an online idle game, in which you can count on a constant thread modif…

Not sure what your point is. You think it should be possible to run the simulation at increased speed?

Re: Show HN: Merchant.js, a state framework for creating idle games

#15
Looks cool! Alternatively I found that Vue.js rather than React makes it really simple to handle these types of games (though you no longer have the immutability and history which can be useful for persistence). At last Ludum Dare, I quickly hacked one of those games (look at the source to see how compact it can be) http://aqua.gistnoesis.net/ld39.html .

Re: Show HN: Merchant.js, a state framework for creating idle games

#17
post #14
post #10

I've recently been playing a fascinatingly complex mobile incremental/idle game called Almost a Hero [0] by Bee Square Games, and as a case study in game design, it's rather fascinating to think about how the developers must have implemented the game logic to result in the reliable behavior the game exhibits. While OP's framework is well-suited to an online idle game, in which you can count on a constant thread modif…

Not sure what your point is. You think it should be possible to run the simulation at increased speed?

I think the point is that they'd like to be able to simulate things that happen while the player is not on the page. So, save the state somewhere with a timestamp, and when re-hydrating it compute things that would have happened while they were gone.

Re: Show HN: Merchant.js, a state framework for creating idle games

#20
post #18

I like immutable objects. But my worry is it will lead to lots of small objects being created just to get destroyed right away, putting lots of pressure on GC. I wonder if this is a known issue in the immutable js community.

When you insert into an immutablejs collection, a copy is not made. It's reusing a reference to the old object. That means iteration is a bit slower while insertion and similar operations is faster, which is an acceptable tradeoff
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