Tin Mining

Tin Mining

This game is from ldjam.com, which is currently unavailable.
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overall: 3.52
fun: 3.24
innovation: 3.30
theme: 4.04
graphics: 3.58

Manage a Cornish tin mine, placing orders for the workers to mine and build


The year is 1790, and the Cornish tin industry is booming. You are a businessperson who has just secured investment to build a mine. The area is known to be rich in tin, which is in high demand.

Rather than controlling your workers directly, you drag out plans for tiles to be mined and built on.
The workers will mine tunnels and build where ordered. They will carry mined resources to the surface to be sold.

The map is _procedurally-generated_, and the workers use behaviour tree based AI with a work queue. Behaviour trees make it easier to make extendable NPC behaviour, which will be useful post LD.

This is my first Ludum Dare, I started this a day late, and had to work on Monday - so this only contains the bare minimum gameplay. I had planned to add hazards, buildings to prevent hazards, and a tech tree. For example, gas explosions and toxic gas is quite a problem in mines, as well as flooding from the nearby sea.

This is a solo project, and all code and art is original.

Controls


- Pan: Right-click drag / middle-click drag / arrow keys to pan
- Zoom: scroll wheel
- Select tools from build menu, and then:
- Left-click and drag to place orders.
- Esc to cancel the tool.
- Tip: you can order workers to mine and build a ladder on the same tile, and they will mine and then build a ladder.

Troubleshooting


- Workers may get stuck as the pathfinder is quite picky:
- Make sure that the worker doesn't need to jump down more than one tile to get to the target.
- Make sure that they can get to one of the 4 neighbouring tiles (above/below/left/right) of their target.
You can build ladders to help them reach places.

Changelog


- Fixed not being able to build from neighbouring node
- Fixed workers getting stuck due to path invalidations
- Fixed incorrect pathfinder weightings
- Fixed item transport interrupting other work
- Fixed tin ore item having the wrong texture
- Fixed update issues due to uncapped dtime
- Reduced weight of ladder nodes to fix pathfinder timeouts
- Fixed broken entity failure lock causing MoveItem saturation
- Fixed weird back-and-forth when dropping off items
- Fixed missing collision check when leaving ladder vertically

Screenshots



Desktop only: this game won't work on mobile.
Found a bug?
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