
10 Second Farm
This game is from ldjam.com, which is currently unavailable.
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You can try viewing the original page on Web Archive (may not load correctly).
"Every 10 Seconds" - Ludum Dare 51 Entry.
A farm management. No win conditions. If all your animals die you lose!
The Selection Phase is '10 seconds long!' - which was our inclusion of the theme!
Feed - Left Building - increases health. Green Bar. Use early.
Breed - Middle Building - creates offspring, when Red Bar is high
Produce - Right Building - creates produce (i.e. eggs), use when Blue Bar is high
Sell - Right Truck - sells the animal; use when health (Green Bar) is high
Gold Adjustments - will go up if you made produce or sold animals
Health/Breed/Produce Bars - may go up or down
[Not Implemented] - eventually will impact sales/health/produce, etc.
[Not Implemented] - eventually will impact sales/health/produce, etc.
Building a 3d game - most of our work has been in 2d
World Space UI - Health Bars, Billboard UI, etc.
Scriptable Objects - making event creation super slick
Navmesh Agents - easy-mode AI
Highlighting 3D Characters - using multiple mesh/materials
Collaborating - using git, brainstorming, etc.
Balance - hanging out, coding, but still going out for food, walks, etc.
Building Skills - utilizing some core skills, but overall learning some new things!
Play
https://quoclon.itch.io/10secondfarmGeneral
A farm management. No win conditions. If all your animals die you lose!
The Selection Phase is '10 seconds long!' - which was our inclusion of the theme!
Instructions:
Selection Phase - Click on animals, and then Click on a building/truck:
Feed - Left Building - increases health. Green Bar. Use early.
Breed - Middle Building - creates offspring, when Red Bar is high
Produce - Right Building - creates produce (i.e. eggs), use when Blue Bar is high
Sell - Right Truck - sells the animal; use when health (Green Bar) is high
Outcome Phase - See the outcomes of your efforts
Gold Adjustments - will go up if you made produce or sold animals
Health/Breed/Produce Bars - may go up or down
Event Phase - External events occur that impact gameplay that round
[Not Implemented] - eventually will impact sales/health/produce, etc.
Upgrade Phase - Random upgrades, various prices, impact gameplay that round
[Not Implemented] - eventually will impact sales/health/produce, etc.
Post-Mortem (things we were stoked on)
Building a 3d game - most of our work has been in 2d
World Space UI - Health Bars, Billboard UI, etc.
Scriptable Objects - making event creation super slick
Navmesh Agents - easy-mode AI
Highlighting 3D Characters - using multiple mesh/materials
Collaborating - using git, brainstorming, etc.
Balance - hanging out, coding, but still going out for food, walks, etc.
Building Skills - utilizing some core skills, but overall learning some new things!