
Evolving Empire
This game is from the old Ludum Dare platform. You can try viewing the original page on Web Archive
(may not load correctly).
(may not load correctly).
EDIT1: Bugfix release 1, see bottom of this wall of text
EDIT2: Note, all the controls are in controls.txt
Evolving Empire
A civilization 2-like game for LD24, where you shape and expand from a primitive, nomadic tribe fending off against barbarians, to a wide-stretching empire with complete continental control.
Sadly, making a 4X in 2 days, especially given its my first time even attempting a 4X game, drastically reduced the potential of this game, but I'm still happy that I got as much done as I did. No naval units, basically nothing past the "ancient era", and even windows dialogue menus for selection (yes, I was THAT desperate for time).
I wanted to add so much more... so please note that this isn't really a "finished game" but rather what I managed in 2 days.
I spent 20 hours first day and 19 hours second day on this, and I'm wrecked. If there's a serious bug you notice please post asap and I'll try to fix but I can't guarantee I will be able to anymore.
Have controls.txt ready for reference, you'll probably need it - you definitely will if you have never played a civilization game.
Made in Game Maker 8.1
trivia: this game uses less than 25 colours.
=================
======EDIT1======
=================
I released bugfixed version 1(no gameplay changes except fixing broken content, no content added), and kept the original (since the patched version is after the deadline)
Also, I uploaded a timelapse of me making it, for anyone interested (or those who don't believe I made it all in the 48h period):
http://www.youtube.com/watch?v=dpyG4wB18Dg
Bugfix list (bugfix release 1):
-Fixed critical glitch with city going to -1 population from barbarian attacks, and causing errors with the power() function
-Fixed critical glitch with being able to right click and select "Move here" with nothing selected, which caused cause errors
-Fixed barbarian targeting - it was backwards, it was supposed to target civilian units before military ones
-Fixed horse archer - after researching it, it wasnt listed in the city build menu sometimes
-Fixed barbarian spawn rates (was glitched, always spawned, and too often)
-Fixed F3 ending the turn, and F1 now correctly cycles turns fast.
-Fixed barbarian healthbars appearing in fog of war
-Unit select fixed, sometimes not selecting units
-Barbarians fortify fixed- they stop moving when hp is less than max (so hp is restored)
-A battle now correctly cancels a "move to" action
-Cities now correctly make the last made unit, when done production
-Horsearcher tech now correctly requires warrior tech
-Years were incorrectly growing by 100 years/turn up until 3000AD, not 3000BC, which is fixed (purely trivial counter but still)
Known issues:
-S settles a city, but is also the alternate down key.
-When research finishes, the city doesn't update status to clarify that (but it does finish, it just says "building research" instead, indefinitely, which does nothing).
EDIT3: List of features I managed to do in 48h:
-Fully working (excluding the fixed glitches) 4X engine with unit movement (including a primitive move-to), health, battles.
-Primitive barbarian AI and spawning, which wander until near a unit or city, and head towards it - they (should) attack defenseless units first, cities second, and military units third.
-Cities: that can grow, produce units or technology, be depopulated or sacked by barbarians (won't disappear if it's the only city left)
-Cities work tiles: you can change how they prioritise them with the city focus setting (default, food focus, production, max food, max production)
-Fog of war/Unknown area fog fully working, with units making visible a radius of tiles around them
-Select next unmoved unit (a bit buggy but yeah) - when done, a new unmoved unit is selected and the screen is centered on them, or you can press tab to go to the next unit - better than clicking on them one by one for each move!
-Greater visiblity on "mountains" (that lame rock thing), worse in "forests" (that lame tree thing)
-Unit movement - each unit has a specific movement, and terrain affects it - mountains cost a lot of movement, rivers a lot too, roads are much faster
-Improving tiles - workers can be built, that can build farms, roads, quarries, mines, plant or remove forests or clear improvements
-Can create new cities with colonists.
-Very little but still *some* unit variety (A weak Conscript, a moderate Warrior, a moderate but fast Horse-archer, against your standard Barbarian)
-Units affected by terrain (stronger if on a mountain or river, weaker in desert or tundra if I remember my code correctly)
-Healthbars, but the bugfix release may have broken them altogether.
-Save/load (F2 to save, F3 to load, F5 quicksave, F6 quickload)
-Basic text UI, but it should suffice.
EDIT2: Note, all the controls are in controls.txt
Evolving Empire
A civilization 2-like game for LD24, where you shape and expand from a primitive, nomadic tribe fending off against barbarians, to a wide-stretching empire with complete continental control.
Sadly, making a 4X in 2 days, especially given its my first time even attempting a 4X game, drastically reduced the potential of this game, but I'm still happy that I got as much done as I did. No naval units, basically nothing past the "ancient era", and even windows dialogue menus for selection (yes, I was THAT desperate for time).
I wanted to add so much more... so please note that this isn't really a "finished game" but rather what I managed in 2 days.
I spent 20 hours first day and 19 hours second day on this, and I'm wrecked. If there's a serious bug you notice please post asap and I'll try to fix but I can't guarantee I will be able to anymore.
Have controls.txt ready for reference, you'll probably need it - you definitely will if you have never played a civilization game.
Made in Game Maker 8.1
trivia: this game uses less than 25 colours.
=================
======EDIT1======
=================
I released bugfixed version 1(no gameplay changes except fixing broken content, no content added), and kept the original (since the patched version is after the deadline)
Also, I uploaded a timelapse of me making it, for anyone interested (or those who don't believe I made it all in the 48h period):
http://www.youtube.com/watch?v=dpyG4wB18Dg
Bugfix list (bugfix release 1):
-Fixed critical glitch with city going to -1 population from barbarian attacks, and causing errors with the power() function
-Fixed critical glitch with being able to right click and select "Move here" with nothing selected, which caused cause errors
-Fixed barbarian targeting - it was backwards, it was supposed to target civilian units before military ones
-Fixed horse archer - after researching it, it wasnt listed in the city build menu sometimes
-Fixed barbarian spawn rates (was glitched, always spawned, and too often)
-Fixed F3 ending the turn, and F1 now correctly cycles turns fast.
-Fixed barbarian healthbars appearing in fog of war
-Unit select fixed, sometimes not selecting units
-Barbarians fortify fixed- they stop moving when hp is less than max (so hp is restored)
-A battle now correctly cancels a "move to" action
-Cities now correctly make the last made unit, when done production
-Horsearcher tech now correctly requires warrior tech
-Years were incorrectly growing by 100 years/turn up until 3000AD, not 3000BC, which is fixed (purely trivial counter but still)
Known issues:
-S settles a city, but is also the alternate down key.
-When research finishes, the city doesn't update status to clarify that (but it does finish, it just says "building research" instead, indefinitely, which does nothing).
EDIT3: List of features I managed to do in 48h:
-Fully working (excluding the fixed glitches) 4X engine with unit movement (including a primitive move-to), health, battles.
-Primitive barbarian AI and spawning, which wander until near a unit or city, and head towards it - they (should) attack defenseless units first, cities second, and military units third.
-Cities: that can grow, produce units or technology, be depopulated or sacked by barbarians (won't disappear if it's the only city left)
-Cities work tiles: you can change how they prioritise them with the city focus setting (default, food focus, production, max food, max production)
-Fog of war/Unknown area fog fully working, with units making visible a radius of tiles around them
-Select next unmoved unit (a bit buggy but yeah) - when done, a new unmoved unit is selected and the screen is centered on them, or you can press tab to go to the next unit - better than clicking on them one by one for each move!
-Greater visiblity on "mountains" (that lame rock thing), worse in "forests" (that lame tree thing)
-Unit movement - each unit has a specific movement, and terrain affects it - mountains cost a lot of movement, rivers a lot too, roads are much faster
-Improving tiles - workers can be built, that can build farms, roads, quarries, mines, plant or remove forests or clear improvements
-Can create new cities with colonists.
-Very little but still *some* unit variety (A weak Conscript, a moderate Warrior, a moderate but fast Horse-archer, against your standard Barbarian)
-Units affected by terrain (stronger if on a mountain or river, weaker in desert or tundra if I remember my code correctly)
-Healthbars, but the bugfix release may have broken them altogether.
-Save/load (F2 to save, F3 to load, F5 quicksave, F6 quickload)
-Basic text UI, but it should suffice.