Project Hospital
Project Hospital === https://urllie.com/2tlwBg
Project Hospital is a 2018 business simulation game developed and published by Czech studio Oxymoron Games for Microsoft Windows, MacOS, and Linux. Players are tasked with building and operating a hospital and treating patients' illnesses.[2]
The game has three tutorials, teaching the player the fundamentals of the game. Tasks include managing and hiring staff, and building. Building consists of Laying down foundation, building walls, adding floor tiles, doors, and windows. Players also need to have to look over the patients heading in and out off their hospital.[3]
On 26 November 2019, Oxymoron released the first DLC for Project Hospital, the free Doctor Mode add-on. With the Doctor Mode DLC, you may take over doctors and oversee their patients.[4] On 24 April 2020, the Hospital Services DLC was released and introduced new features, such as cafeterias, a pathology department, pharmacies, and staff training.[5] On 18 August 2020, the Department of Infectious Diseases DLC released, and added many infectious diseases, and an Epidemiology department along with an alternative stretcher model and a more contemporary waiting chair.[6] On 20 October 2020, the Traumatology DLC was released and introduced new challenging events which let you deal with the consequences of different disasters, accidents or crime. This also included the Traumatology department. The DLC adds multiple objects such as the wheelchair, hi-tech hospital bed, an alternative more modern bedside table, a wall mounted heart monitor, a new equipment cabinet, and the helicopter.[7]
Maybe building your own hospital isn't something that's ever crossed your mind before, but thanks to the wonderful world of video games, now you can! Somewhat, that is. Though Project Hospital takes things a step further, not only do you get to build but manage the hospital as well. Hey, if you've got a student in the home who's studying some sort of business management, perhaps this game is good for them!
Coming to us from Oxymoron Games, Project Hospital is where you can be anything in a hospital setting. From being an \"ace doctor\" to \"an aspiring architect and successful manager\", according to the Steam page, players can truly make the hospital they want. Sims for hospitals perhaps, where you can make it as safe or as unsafe as you want! While some people will probably play this game properly, we all know someone out there will try to see how fast they can get a hospital to close or how many patients they can take out. While that's not how one should play games, we all know that person who does exactly that. Some people just like to watch the world burn!
There are so many options in this game, too. From wallpaper and flooring to MRI machines, Oxymoron Games pretty much covered the gamut. I would say that I would like some more colourful options for the floors and walls, something to really make the hospital pop! I guess that's not something people are normally looking for in their hospitals, granted, but sometimes it's fun just to see what you can do.
Besides the sandbox mode, Project Hospital has tutorial modes as well as campaigns. The tutorials range from basic to pretty intense and among the campaigns is one where you have to save a failing hospital. Can you do it I sure hope so, because lives actually depend on it! This is a very detail driven game, and I would highly recommend the tutorials, at very least the first two, just to try and understand how the game works. It's intuitive to a point, but with so many moving parts, it's best to find out what the developers had in mind rather than trying to go it on your own. Otherwise you run the risk of getting frustrated with the game and giving up instead.
For a first outing, Project Hospital is quite ambitious. There's a lot going on, but all of it seems to be fairly well thought out. As I said before, detail oriented people will probably have a blast with this one as it is highly detailed. From running a hospital to building it to being the star doctor on staff, that's a whole lot of work! If you feel like you're up to the challenge, give this one a shot. Have a med student in the family Then definitely consider gifting them this game. Sure they may never need to build or run a hospital, but with the diagnostic tools to diagnose patients, it's great practice!
Patients arrive at your hospital carrying a policy from one of a number of insurers, which vary in quality. This is represented by a percentage: a low-quality insurer pays 70 percent of the \"retail\" price of a procedure, while a higher-quality insurer will pay something like 120 percent. You can decide which insurers you want to accept, which is a way to control the flow of patients into your hospital. In the game, uninsured patients do not exist.
It comes as a bit of a shock then to learn how close Beneš and Oxymoron wound up getting to the actual relationship between real-world hospitals and insurance companies where. Americans spent $3.5 trillion on healthcare expenditures in 2017.
From a survey of all U.S. hospitals in 1976 and of a random sample in 1983, we found that the intensity of infection surveillance and control activities greatly increased, and the percentage of hospitals with an infection control nurse per 250 beds increased from 22% to 57%. The percentage with a physician trained in infection control remained low (15%), and there was a drop in the percentages of hospitals doing surgical wound infection surveillance (from 90% down to 79%) and reporting surgeon-specific rates to surgeons (from 19% down to 13%). There was an increase in the percentage of hospitals with programs shown to be effective in preventing urinary tract infections, bacteremias, and pneumonias, but not surgical wound infections. The percentage of nosocomial infections being prevented nationwide appears to have increased from 6% to only 9%, whereas 32% could be prevented if all hospitals adopted the most effective programs.
If you're not afraid of a challenge and have a knack for multitasking, then Project Hospital is a title for you. Become a doctor, architect and manager at the same time. Build and manage your own hospital, care for the patients and develop your project. You can either do everything your way from scratch or try to deal with prepared scenarios. One thing is certain, you won't have time to get bored!
The three core aspects of Project Hospital are building, managing and taking care of patients. You can start from scratch and build your hospital however you want with a certain budget. Alternatively, you can select presets that are present in the game. Either way, the next step is to hire the staff: doctors, nurses but also janitors and technicians that allow the whole hospital to function. Finally, you will be able to aid said doctors and nurses in difficult cases and follow the stay of your favorite patients.
Project Hospital is a building-management game, with all the typical aspects of the genre - dynamic scenes created by the player, a lot of active characters and objects and an extensive UI system. Getting it to run well on different hardware took quite a bit of effort and also was a great example of the infamous case of 'a death by a thousand cuts', so a lot of small steps, solving a lot of specific problems and a lot of time spent in profiler.Performance targets - what we actually aimed to achieveEarly in development we set the main goals of how big scenes we want to support and what the performance goals and hardware requirements should look like.We aimed for at least a hundred active fully animated characters displayed on screen at one time, three hundred active characters altogether and roughly 100x100 tile maps with up to four floors.We definitely wanted the game to be able to run at 1080p at decent frame rates even on integrated graphics cards, which on its own wasn't too hard to achieve, as the CPU seems to be the main factor, especially as the hospitals grow. Modern integrated graphics cards only start to struggle at higher resolutions around 2560 x 1440.For easier mod support, most of the data in the game are open, which means sacrificing some performance compared to packed files, but this doesn't seem to have a big impact, apart from slightly longer loading times.GraphicsAs Project Hospital is a 'classical' 2D isometric game, you can imagine that everything is rendered from back to front - in Unity this is represented by setting correct Z values (or the distance from the camera) of individual graphical objects. Where possible, objects that don't interact with each other are organized to layers, for example floors are independent from objects and characters.All geometry in the isometrically rendered scene is created dynamically in C#, so for graphics performance the frequency of how often the geometry needs to be rebuilt is one of two most important parts, the second one being the number of draw calls.Draw callsThe number of individual objects drawn in one frame, regardless of how simple they are, is a major limitation especially on low-end hardware (and Unity itself also has some extra overhead). The obvious solution is to batch more graphical objects into a single draw call wherever possible. This has some interesting results, for example the objects that can be batched are the objects at the same distance from the camera, so other graphics get correctly rendered in front or behind.Just some numbers: on a 96 x 96 map you can theoretically place 9216 objects, which would be 9216 draw calls - after batching, the numbers goes down to 192.In real life it gets a bit more complicated though, as only objects with the same texture can be batched, so the results are a bit less optimal - still, this works really well.Most of the batching is done manually to have control over the results - we also use Unity's dynamic batching as a 'last resort' solution, but it is a double-edged sword - it can indeed help reduce draw calls, but has performance overhead every frame and can be unpredictable in some cases. For example two overlapping sprites in the same distance from the camera will get rendered in different order in different frames, causing flickering - something that doesn't happen with handmade batches.Multiple floorsAllowing players to construct buildings with several floors adds a lot of complexity, but can surprisingly help with performance. Only characters and objects on the active floor and outdoors need to get animated and rendered, everything inside the hospital on floors below and above the active floor can be hidden.ShadersProject Hospital uses relatively simple custom shaders with a few tricks like color replacement. For example the character shader can substitute up to five colors (using conditions in shader code) and is relatively expensive, but this doesn't seem to be a concern as characters rarely take up a lot of space on screen. This was definitely worth it as having unlimited colors of clothing is great way to add a lot of variety to the characters and environment.We also learned quite quickly to avoid setting shader parameters and using vertex colors instead wherever possible.Texture qualityOne interesting bit of information is that we don't use any texture compression in Project Hospital - with the vector-style graphics it looks really bad with certain textures.To save GPU memory on systems with less than 1 GB, we automatically downscale the ingame textures to half resolution (apart from textures in the user interface) - you can tell this ingame as \"texture quality : low\" in options. UI textures keep the original resolution.Optimizing CPU performance - multithreadingWhile Unity script logic is basically single threaded, you always have the option to run more threads in C# directly. This might not be a plausible approach for game logic, but there are often some non-time-critical tasks that can benefit from running on separate threads in some form of a job system - in our case we used threads for two features:Pathfinding jobs, especially on big maps and with bad layouts can take up to some hundreds of milliseconds, so this was an ideal candidate to be moved away from the main thread. The number of parallel jobs takes in account the number of hardware threads on the machine.Lightmaps are also updated on a separate thread, but only one floor at a time - this is not a critical system and automatic lights in rooms fade out at a rate that works well with a slower update.AnimationsWe decided quite early in the development process to go with a 2D skeletal animation system. After considering different animation software available at the time, we ended up modifying a simple system I made a few years ago (basically as a hobby project) to suit the specific use in Project Hospital - you can imagine a simpler Spine with direct support for creating character variations. Similar to Spine it uses a C# runtime which is obviously more expensive than native code, so there were a couple of rounds of optimizations done during development. Luckily the rigs are very simple, only about 20 bones per character.Random fact: the most important bit turned out to be switching from a map lookup to simple indexing in an array when accessing transforms of individual bones.One more trick related to animations apart from not animating characters outside of the camera view is that characters hidden behind the main UI windows also don't need to get animated - unfortunately switching to semi-transparent UI prevented us from using this in the final version.CachingWherever possible, we try to run some more demanding computations only when there's a change that affects the values - the best example is probably rooms and elevators - when the player places an elevator or builds walls, we run a flood-fill algorithm that marks which tiles the elevators and rooms are accessible from - this then speeds up pathfinding and can be used to show the player which rooms are currently inaccessible.Scattered and delayed updatesIn some cases where it makes sense we run certain updates only once in a while and there are a few approaches we use:Some updates can be run only on a part of the characters every frame, so for example the behavior scripts of half of the patients get only updated on odd frames, the second half on even frames (while the animations and movement run smoothly).In specific states, especially when characters are idle but calling some expensive bits of code (for example employees checking which needs to fill and looking for free equipment), this is only done once in a certain period of time, for example once per second.One of the most expensive and at the same time one of the most common calls is the evaluation of which examinations are available for each patient. There's a lot of factors that need to be evaluated - for example which staff of a department is currently busy and which equipment is currently reserved. This information is also not common to all patients, as their assigned doctor and for example their ability to speak also have an effect. There can be dozens of available examinations that need to be checked, so the update only goes through a few every frame and continues on the next frame.Conclusions / lessons learnedOptimizing a tycoon game with a lot of different interacting parts turned out (not surprisingly) to be a continuous process, working with the profiler in Unity and taking down the worst offenders became a regular part of the development process on my side.While there's always room for improvement, we're pretty happy with the results, the game runs according to the original targets and players are regularly modding the game to significantly exceed the original character limit. 59ce067264
https://www.lygo.fr/group/groupe-de-lygo-fr/discussion/50383af0-064c-4d7c-a2d2-216e362fbd9e
