
Humble Homestead
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Ludum Dare 49 entry, Humble Homestead.
The scope of the game got away from me a bit, and it was quite ambitious to start with.
The goal of the game is to build up as big of a population as you can - you start with only one member, so you're going to need to work your way up to converting one of your tiles into a camp in order to get started. Run out of food though and things will quickly take a turn for the worse - how far can you push the population in thus unstable economy?
1, 2, 3 control the speed at which a day elapses.
Space pauses/resumes the game when there are no other frames open over the map.
Resource management for three resources:
* Coins (used to buy land)
* Meat (used to feed population)
* Grass (used to feed animals)
* Chickens require 2 grass per day
* Cows require 5 grass per day
* Fixed animal menu not displaying correctly when more animals than screen space were present.
* Increased starting population to 2, to work around flaw in the population growth calculation.
* Made the population growth apply to the population count, and fixed the comparison that generates the message.
* Fixed call to `voidToGrass` having displaced arguments after the map had been adjusted for a purchase on the top or left border, resulting in a broken map.
* Fix title not being set on purchased tiles
* Fixed sloppy calls to `Math.random()` being done incorrectly.
* Allow land purchases with exact currency
* Label camp tiles correctly after grass tile is converted
* Fix a random number in a random event being off by 1
* Fix crash when random event spawning non-chicken occurred due to not importing all possible animal classes
* Fix animal deaths not being calculated or applied correctly
* Fix town size not being detected correctly
* Fixed deep copying issue with map expansion
* Fixed camp tiles throwing an error when processing a purchase
* Balance changes
The scope of the game got away from me a bit, and it was quite ambitious to start with.
The goal of the game is to build up as big of a population as you can - you start with only one member, so you're going to need to work your way up to converting one of your tiles into a camp in order to get started. Run out of food though and things will quickly take a turn for the worse - how far can you push the population in thus unstable economy?
Controls
WASD, Arrow keys, and map border (inside UI frame) can all be used to move the map around.1, 2, 3 control the speed at which a day elapses.
Space pauses/resumes the game when there are no other frames open over the map.
Basic Mechanics
Resource management for three resources:
* Coins (used to buy land)
* Meat (used to feed population)
* Grass (used to feed animals)
Grass
* Rabbits require 1 grass per day* Chickens require 2 grass per day
* Cows require 5 grass per day
Meat
All population members require 1 meat per dayWin Condition
Technically the game is endless, but the maximum detected population size is 200 (controls the top left label, *Farm of LudumTown* in the cover image.Loss Condition
If you don't have enough food to feed your population, your population will die off or move on to other more inhabitable settlements. When your population hits 0 you lose.Post-Release Changelog
* Fixed animal menu not displaying correctly when more animals than screen space were present.
* Increased starting population to 2, to work around flaw in the population growth calculation.
* Made the population growth apply to the population count, and fixed the comparison that generates the message.
* Fixed call to `voidToGrass` having displaced arguments after the map had been adjusted for a purchase on the top or left border, resulting in a broken map.
* Fix title not being set on purchased tiles
* Fixed sloppy calls to `Math.random()` being done incorrectly.
* Allow land purchases with exact currency
* Label camp tiles correctly after grass tile is converted
* Fix a random number in a random event being off by 1
* Fix crash when random event spawning non-chicken occurred due to not importing all possible animal classes
* Fix animal deaths not being calculated or applied correctly
* Fix town size not being detected correctly
* Fixed deep copying issue with map expansion
* Fixed camp tiles throwing an error when processing a purchase
* Balance changes