It's alive!

Here's how the cores of Floating islands will function in next Steampunk Idle Spinner update.




Floating islands will be the third world in this game. You'd better install it now and start gaining narrativium to open this world immediately after the release.

And welcome to our facebook group

Dice rolling: experiment

A very interesting math problem with counterintuive emerged the web yesterday.

You throw a dice until you get 6. What is the expected number of throws (including the throw giving 6) conditioned on the event that all throws gave even numbers?  Original post

 At first I gave an incorrect answer, but then, after clearly figuring out what exactly happens if we roll an odd number, managed to understand why the correct number is correct.

So, I made this script to let you see what exactly happens with the sequence length expectation as we roll the die again and again. You can roll a die once or you can launch a whole experiment, which will end when you get 6.

 And in the meanwhile I'll get back to the development of my steampunk game

 

Floating islands mechanics in Steampunk Idle Spinner

Since last post I've but released several updates which improve performance and user experience of the game. And now I'm preparing the new world: Floating Islands (like in "Laputa" and other steampunk settings).

Here's how it'll look like.



The mechanics of this world will be as follows. You start on a single island, others are invisible. On this island you have a money producing building and a coin collector. You empower the building by rotating the cogwheel, as in the Workshop world. You can also connect more cogwheels to it to increase the transition coefficient, but you can place them only on the island.

To find other islands you should build a Scouts factory. It produces the Scouts (looks like Lenardo's planes), they fly around the screen and gather Sentry points. As the Sentry points reach the certain thresholds new islands become available.

In the centre of each island there is a Crystal. This crystal generates energy for the engines located on this island. The energy can be transported from one island to another using one of these connections: railroad bridge, cableway or antenna (for wireless transportation).

There are additional ways to generate energy: windmills and lightning rods (the latter can be placed nearby the thunder clouds).

Also each island type will have a specific building, which will boost its energy production. For now I've thought of an oil well for the Desert island. What would you suggest for Grass and Ice islands? 

I'm afraid to promise something concrete on the update date (I tend to work better when there are no specific dates ahead of me), but from my experience adding a new world will take 40 pure working hours. And, as more players are playing my game and sharing suggestions, I tend to spend every free minute to contribute to the project.

Among other news: we have a facebook group now! There are 200+ members there already, discussing the future of the game.

 And, just to remind you, the game can be downloaded from PlayMarker.

New world in Steampunk Idle Spinner: Clockwork City

Steampunk Idle Spinner is a game where you build an incredible steampunk machines and spin the cogwheels to earn the money and expand your awesome contraption even more. Besides spinning tapping some elements is involved in the money producing process, there are also plenty mechanisms for idle income.

The basic idea of the game is to let the players travel to various steampunk (dieselpunk, clockworkpunk, gas lamp fantasy) worlds from the Portal, which generates Narrativium, a fuel for such travels. Up to now there was only one world: Workshop which has cogwheels, balloons, mines, hammers and engines.

The newest update lets you enter the Clockwork city world.


The main source of energy there is the sun, which works like a cogwheel. Buildings are attached to it via a complex system of gear. They are unfolded (just like in that popular TV series intro, you know what I mean ;) ) and start generating revenue.

There are also tax collectors on zeppelins, rotating sun, power generating crystals and other interesting stuff. Clockwork City world provides you additional ways for earning money (besides spinning the cogwheel, tapping the coins and catching the gremlins).

There are 4 more interactive elements in this city which react to your taps and swipes: will you find them all? Many other requested adjustments were made, performance optimized, restart screen reworked, parameters readjusted, interface tweaked.
Have fun and share your suggestions!

Game links:
Wikia (It's alive thanks to DieDeutschenSpiele wikia user!)

Update is coming

In Steampunk Idle Spinner I want to let the players travel to various steampunk (dieselpunk, clockworkpunk, gas lamp fantasy) worlds from the Portal. Right now I'm making the second world (after the Workshop).

Here's as sneak peek of it:


Does the music play in your head while watching this gif? ;)

Update will be released next week.

Check Airapport on Facebook to be the first to know the news!

The first Youtuber to play Steampunk Idle Spinner

We were delighted to see that Tomasz Pietrzak shared the video of Steampunk Idle Spinner gameplay. Actually, 3 videos!
From the developer's point of view it's so nice to see other people playing your game :) Thank you, Tomasz!

So, here they are, all 3:

Mines now boost money production in Steampunk Idle Spinner


One more way to get more money in Steampunk Idle Spinner. You can build a mine near your money machine. Mines produce wagons of ore. As soon as the wagon reaches the machine, it will receive a small boost of money production. The wagon returns for the next portion of ore. The longer the mine is working, the bigger boost you'll receive.

Want to build a steampunk machine of your own?

Get it for your Android device from PlayMarket

Or play from your browser at Kongregate

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