Nature's Assault by Ptolo
My first ever Ludum Dare entry is complete! :D
You are against a foe wielding a rather unconventional weapon; the forces of nature are destroying what was once a verdant world. As a minor spirit, use your magic powers to save the people facing extinction.
I hope the Intro window has good enough instructions as I feel I have to sleep now. In short use mouse to use powers and press end turn (or let it auto advance).
-MORNING EDIT-
Oh I never mentioned, this game was made in JAVA so you will require Java to be installed to run it. I've checked how it runs on OS/X looks like you need to ctrl-click the jar file to run it, then accept the warning about unknown developer :S The buttons are in a different style and dont fit as well but the game does work.
Well that was a tiring night, was definitely hard to focus those last few hours. Now that I've had a bit of a rest I can add some proper info on how to play.
OBJECTIVE:
To get world population as high as possible in the 500 turns. Player actions (apart from selecting tribes) take mana which is gained 1/turn.
The climate will shift, try to settle temperate regions. Arctic=death, desert=also death
GAME RULES:
Tribes (the orange squares) will wander, getting food from bushes and trees if present. When they are somewhere with no plants they will starve and decrease population. If they reach 0 population they die. Giving a tribe a goto command will make them try to travel to the selected tile.
Settlements are created by selecting a tribe (they will have a green box around them) and clicking settle, this requires mana. Settlements cannot move but can grow crops nearby to feed themselves.
Tribes or settlements that reach a high population will create new tribes.
If a tribe tries to move into a tile with another tribe or settlement in it they will attack it. Both tribes lose population proportional to the size of the other tribe.
TERRAIN:
Every map tile has a height, temperature and amount of plants.
Heights:
Ocean: tribes cannot cross and settlements cannot cultivate, can be raised up into land.
Lowland (no symbol): lowest land height, good for growing crops in mild temperatures, height can be changed.
Hills : medium height, not as good for crops, height can be lowered.
Mountains: Highest height, no crops or plants will grow here, height can be lowered.
temperatures:
Desert: Hottest region on equator, plants will only grow on coast where rain falls.
Savannah: Hot regions north and south of equator, plants and forests will grow over this area.
Temperate: Mild regions approximately equidistant the equator and poles, most fertile lands with many plants and forest.
Tundra: Cold regions near the poles, plants will only grow on coast where rain falls.
Arctic: Coldest regions at the poles, nothing grows here and any tribes which stay here too long will starve.
Plants:
These will regrow once harvested by a tribe as long as temperature is not too severe.
None (no icon): either land is barren or plants have been harvested and must regrow.
shrubs (little green specks): can feed a tribe for a turn, will regrow over time.
trees (tiny tree symbol): can feed a tribe twice (symbol goes from tree to shrub to none), will regrow over time.
POWERS:
no power selected: select tribe, used to give further commands.
sink land: drops the height of the tile clicked on until it is sea, takes 1 mana per change in tile height.
raise land: changes the height of the tile clicked on until it is low ground, 1 mana per change in height.
raise hill: same as raise land but changes height to hills.
raise mountain: same as raise land but changes height to mountains.
goto: REQUIRES A TRIBE TO BE SELECTED, commands tribe to move to selected tile, costs 1 mana. Tribe will travel in a straight line to destination, seas will block travel and cancel goto.
settle: REQUIRES A TRIBE TO BE SELECTED, on clicking the menu button the selected tribe will form a settlement and no longer wander, takes 1 mana. Settlements can grow crops and have higher populations.
CONTROLS:
Mouse:
When a power is selected, lightning bolt shows whether you have any mana.
leftclick: use current power on tile under mouse.
rightclick: deselect power, defaulting to tribe selection tool
scrollWheel: change range of land-altering power, takes a lot of mana!
Menu buttons:
End Turn: increments the turn counter letting tribes wander and mana increase, press this when you have no more mana left.
Auto End Turn: automatically ends the turn every 1/10th of a second, good way to see how history unfolds! click again to stop.
Settle: REQUIRES A TRIBE TO BE SELECTED tell selected tribe to settle at their current location.
Next Tribe: cycles through all the tribes/settlements in the world.
Goto: REQUIRES A TRIBE TO BE SELECTED tell selected tribe to travel to tile which is clicked after selecting this button
Select Tribe: sets power to default selection tool.
Sink Land: sets power to sink land.
Raise Land: sets power to create lowland.
Raise Hill: sets power to create hills.
Raise Mountain: sets power to create mountains.
-phew!- Hope I didn't miss anything :P Making a God game needs a whole lot of explanation of the controls/gameplay. If it is still confusing try clicking Auto End Turn and just letting the simulation play out (to be honest this is what I have mostly been doing)
Thanks to all the people who comment, I'm overjoyed that people have been interested in my entry :3
Shameless self promotion:
I have a blog where I post programming projects:
http://tangentialtopics.blogspot.co.uk
The ones written in Javascript are playable right on the page :D
You are against a foe wielding a rather unconventional weapon; the forces of nature are destroying what was once a verdant world. As a minor spirit, use your magic powers to save the people facing extinction.
I hope the Intro window has good enough instructions as I feel I have to sleep now. In short use mouse to use powers and press end turn (or let it auto advance).
-MORNING EDIT-
Oh I never mentioned, this game was made in JAVA so you will require Java to be installed to run it. I've checked how it runs on OS/X looks like you need to ctrl-click the jar file to run it, then accept the warning about unknown developer :S The buttons are in a different style and dont fit as well but the game does work.
Well that was a tiring night, was definitely hard to focus those last few hours. Now that I've had a bit of a rest I can add some proper info on how to play.
OBJECTIVE:
To get world population as high as possible in the 500 turns. Player actions (apart from selecting tribes) take mana which is gained 1/turn.
The climate will shift, try to settle temperate regions. Arctic=death, desert=also death
GAME RULES:
Tribes (the orange squares) will wander, getting food from bushes and trees if present. When they are somewhere with no plants they will starve and decrease population. If they reach 0 population they die. Giving a tribe a goto command will make them try to travel to the selected tile.
Settlements are created by selecting a tribe (they will have a green box around them) and clicking settle, this requires mana. Settlements cannot move but can grow crops nearby to feed themselves.
Tribes or settlements that reach a high population will create new tribes.
If a tribe tries to move into a tile with another tribe or settlement in it they will attack it. Both tribes lose population proportional to the size of the other tribe.
TERRAIN:
Every map tile has a height, temperature and amount of plants.
Heights:
Ocean: tribes cannot cross and settlements cannot cultivate, can be raised up into land.
Lowland (no symbol): lowest land height, good for growing crops in mild temperatures, height can be changed.
Hills : medium height, not as good for crops, height can be lowered.
Mountains: Highest height, no crops or plants will grow here, height can be lowered.
temperatures:
Desert: Hottest region on equator, plants will only grow on coast where rain falls.
Savannah: Hot regions north and south of equator, plants and forests will grow over this area.
Temperate: Mild regions approximately equidistant the equator and poles, most fertile lands with many plants and forest.
Tundra: Cold regions near the poles, plants will only grow on coast where rain falls.
Arctic: Coldest regions at the poles, nothing grows here and any tribes which stay here too long will starve.
Plants:
These will regrow once harvested by a tribe as long as temperature is not too severe.
None (no icon): either land is barren or plants have been harvested and must regrow.
shrubs (little green specks): can feed a tribe for a turn, will regrow over time.
trees (tiny tree symbol): can feed a tribe twice (symbol goes from tree to shrub to none), will regrow over time.
POWERS:
no power selected: select tribe, used to give further commands.
sink land: drops the height of the tile clicked on until it is sea, takes 1 mana per change in tile height.
raise land: changes the height of the tile clicked on until it is low ground, 1 mana per change in height.
raise hill: same as raise land but changes height to hills.
raise mountain: same as raise land but changes height to mountains.
goto: REQUIRES A TRIBE TO BE SELECTED, commands tribe to move to selected tile, costs 1 mana. Tribe will travel in a straight line to destination, seas will block travel and cancel goto.
settle: REQUIRES A TRIBE TO BE SELECTED, on clicking the menu button the selected tribe will form a settlement and no longer wander, takes 1 mana. Settlements can grow crops and have higher populations.
CONTROLS:
Mouse:
When a power is selected, lightning bolt shows whether you have any mana.
leftclick: use current power on tile under mouse.
rightclick: deselect power, defaulting to tribe selection tool
scrollWheel: change range of land-altering power, takes a lot of mana!
Menu buttons:
End Turn: increments the turn counter letting tribes wander and mana increase, press this when you have no more mana left.
Auto End Turn: automatically ends the turn every 1/10th of a second, good way to see how history unfolds! click again to stop.
Settle: REQUIRES A TRIBE TO BE SELECTED tell selected tribe to settle at their current location.
Next Tribe: cycles through all the tribes/settlements in the world.
Goto: REQUIRES A TRIBE TO BE SELECTED tell selected tribe to travel to tile which is clicked after selecting this button
Select Tribe: sets power to default selection tool.
Sink Land: sets power to sink land.
Raise Land: sets power to create lowland.
Raise Hill: sets power to create hills.
Raise Mountain: sets power to create mountains.
-phew!- Hope I didn't miss anything :P Making a God game needs a whole lot of explanation of the controls/gameplay. If it is still confusing try clicking Auto End Turn and just letting the simulation play out (to be honest this is what I have mostly been doing)
Thanks to all the people who comment, I'm overjoyed that people have been interested in my entry :3
Shameless self promotion:
I have a blog where I post programming projects:
http://tangentialtopics.blogspot.co.uk
The ones written in Javascript are playable right on the page :D
Ratings
| Coolness | 24% | 2143 |
| Overall | 3.68 | 144 |
| Fun | 3.14 | 475 |
| Graphics | 3.18 | 464 |
| Innovation | 4.00 | 62 |
| Mood | 3.19 | 337 |
| Theme | 2.68 | 955 |
I should point out that the intro screen is a little broken, some of the lines get cut off. I'd also like to be able to bring it back up during play.
I dunno, this game seems like it would be really cool if I knew what was happening.
But ability to change landscape is good. I like it and seen in "From Dust". You made good job.
Mac OSX Snow Leopard 10.6.8 (so very old). Java 6 installed.
The theme doesn't seem to fit in well, I understand that you are against a foe with the weapon of nature, but other than limited the number of fertile tiles, nature isn't really doing much. If anything, the tribesmen themselves are the foe, to each other and you.
At the moment, it's a very basic idea that could blossom. I enjoyed it.
Watching the world bustling with tribes and settlements is neat, but the absence of interactions between the tribes and the world wane that excitement soon. This also plays into making the player actions feeling quite powerless and redundant. Sure I can raise mountains and force whole tribes to relocate, settle and even fight, but as there is no personality to the tribes, apart from their names, the potential for drama is minimized. War! the most dramatic of human endeavours is rendered uninteresting by not knowing the participants on a low enough level.
Differentiate the tribes with cultural and racial traits, make them act accordingly and drama ensues.
Interface-wise hotkeys for the actions would be nice.
I also vote for map zooming. I know graphics scaling in Java is a bit expensive (this might have changed by now) but in a turn-based simulation that shouldn't be a problem.
Keep up the good work. The more simulations the merrier.