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Releases · mikematt33/gdt-livingindustry
v0.1.1
v0.1.1 - Market Taste Cycle & Seeded Randomness
Highlights
- Slow, believable market trends. Each genre now draws a long-term taste target (in fashion / ordinary / out of fashion) and holds it for 2-4 in-game years, with demand settling toward it over roughly six months. The fast noise/momentum layer runs at half strength on top, so a genre that's hot when you start a game is still hot a year later ~70% of the time (up from ~13%). The Market Pulse trend arrow now follows this long-term target instead of short-term weekly noise.
- Fully seeded simulation. Every save now stores its own RNG seed. Market drift, taste shifts, the rival studio roster, and rival releases all derive from that seed via a new deterministic RNG helper (
core/rng.js), so a run replays identically across save/load. - Quieter, more meaningful industry news. Rival hit/flop headlines are now limited to studios with average quality ≥ 0.6, cutting volume from ~17/year to ~6-9/year. Every release still moves the market and still shows up in the Market Pulse cause list - just not all of them make headlines.
- Assist defaults tuned. Snap to hints / Auto-snap (the strongest assists) are now off by default.
Under the hood
- Reworked
balance/constants.js,market/market.js,rivals/rivals.js, andevents/news.jsfor the two-layer market model and quality-gated news. - Added
core/rng.js(seedable RNG) and wired seed persistence throughcore/state.js. - Updated README and roadmap to reflect the new market behavior and what's still pending before the v0.1.x foundation work is considered complete (full in-game balance pass, in-game verification of 0.1.0/0.1.1 features).