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Thread: Fantasy Land

  1. #1
    Legendary Member cairnswm's Avatar
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    Fantasy Land

    This is a new game I am working on for a local South African game development contest.

    Fantasy Land - Medieval Village Manager

    You have been raised to the rank of baron in the Kingdom. Therefor you have been given a medieval village to manage. Within the boundaries of the village you can build buildings and adjust some parameters on how people behave within the village. You job as Baron of the village is to keep everyone happy and the village as prosperous as possible, remember all the time that your village is in a wild and rugged area, with raiders and highway men being constant problems. The king of course expects his Tithe each month as well.




    There are basically four different resources
    1. Food - needed to sustain a largish population
    2. Iron - needed to build weapons and for special items in the game
    3. Wood - needed to build new buildings
    4. Gold - used as a trading resource

    Within the village boundaries are identified places where buildings can be built. There are three main categories of buildings.
    1. Resource Buildings - Farms, Mines and Lumber camps
    2. Core buildings - Markets, Docks, Castles etc - these define how the village will progress
    3. Utility Buildings - they assist the resource and Core buildings to do their jobs better

    However the number of spaces available for each type of building is limited. You can have up to six resource buildings, five Core buildings and four Utility Buildings.

    Each resource building will provide a certain amount of resources each turn. Each Core and Utility building will consume a certain amount of food (and in some cases Iron/Wood or Gold) each turn. Your job is to ensure that all the buildings function properly.

    Resource Buildings (Can build max of 6)
    Farm - Produces Food
    Lumber Camp - Produces Wood
    Iron Mine - Produces Iron
    Gold Mine - Produces Gold

    Core Buildings (Can build max of 5)
    Castle - expensive to build - Allows building of army, gives small bonus to all other buildings
    Gate House - - Gives village high level of defense against raiders and high way robbers
    Market - - Allows the sale/purchase of good from other villages
    Dock - - Gives small amount of food, allows a small amount of trade per turn
    Mill - - Increases the production of Farms
    Stable - - Increases the production of farms (Less than mill), also gives small amount of food
    Lumber Yard - - Increases wood production from Lumber Camps
    Church - - Increases population happiness
    Blacksmith - - Increases town defense and improves mining capabilities.
    Storehouse - - Increases maximum levels of goods that can be kept
    ..
    ..

    Utility Buildings (Can build max of 4)
    Light House - - Increases all aspects of the Dock
    Guard Tower - - Increases defense of Gate House, Increases size of army allowed by castle
    Shrine - - increases effect of the church
    Bakery - - Improves farm output, also makes people happier due to better quality food
    Pub - - Increases Happiness
    Windmill - -
    ..
    ..

    Parameters that the baron controls:
    Tax rate - earn money from Core and Utility Buildings
    Effort - assign effort between resource buildings (Like when you need extra food etc)
    Army allocations - Defenders/Attackers
    Trade - Buying and selling of goods from the market/docks
    Tithes - How much money is sent to the king. If the king is kept happy he can be asked to send soldiers to defend the village in time of need. The Baron can also decide to become independant and may even end up at war with his previous king.

    The Baron can send the attacking army out to fight the highwaymen and robbers in the area. This makes trading from the market/dock safer. Defenders are used to defend against raiders attacking the village and pillaging the buildings.

    By building the right buildings and setting the parameters right, the baron must ensure the people in his town are happy and content. If people arnt they get upset and if they get too upset they will appeal to the king to have the baron replaced.

    Interaction between the Player and the external entities such as the King, foriegn villages, the raiders and the Highway men will be done through text messages on the screen. The player is then given choices based on the messages and how they want to react.


    Nice to Have 1
    How about building updgrades. Improve the level of the farm to get more resources. This could possibly be dependant on a Core or Utility building being present in the village. (e.g. To get a level 2 farm you need a stable in the village, to get to level 3 you need a stable and a mill).


    Nice to Have 2
    Heros - Each utility building will give the village a hero that the Baron can send on missions/quests to get extra money or other benefits. The utility buildings can create the heros but the Core buildings give them special abilities.

    Light House - Bjorn the Viking
    Wizards Tower - The White Wizard
    Guard House - The Red Knight
    Shrine - The Priest
    Fairy Circle - The generous Fairy

    Dock - Allows heros to go further away
    Gate House - Gives Heros a +1 on Defense skills
    Castle - Gives hero +1 attack
    Mill - Means heros can travel further as they have more food
    Church - Gives the heros an improved health
    etc

    The Game will then create quests and missions that heros can be sent on. Missions and quests will be in the form of messages that the player can respond to. The player does not know how long a quest is, or how difficult it is.


    Nice to have 3 (extension of 2)
    Core buildings give citizens that can be allocated tasks. Tasks could include accompaning heros, or helping in the farms, or training heros etc. Basically they do jobs around town, while heros do quests out of town.


    Nice to have 4
    Have a Country instead of only a village. Have a country map with multiple village sites, the player then needs to manage them all and could include having trading routes between towns to balance resources. Certain towns could have better mining or farming abilities.

    Each village could also vary in size, with different number of buildings that the player can build in each place.


    Nice to have 5
    Each building can be configured for different effects. For example a Dock can be set to concentrate on fishing and therefore decrease the amount of trade it allows while increasing the amount of food it produces.

    This will mean that each core and utility building must have multiple impacts on the game.



    Nice to have 6
    Add a complete fanasy feel tot he game. Include raiding goblin tribes, fairies and trolls. Allow the player to build a cave to summon a Monster to the village. Include various magic spells the Wizard can cast to help the village.
    William Cairns
    My Games: http://www.cairnsgames.co.za (Currently very inactive)
    MyOnline Games: http://TheGameDeveloper.co.za (Currently very inactive)

  2. #2
    Legendary Member cairnswm's Avatar
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    Fantasy Land

    The economic model is working, buildings can be made, turns ended, income sheet checked and help screens are done.

    Will spend this afternoon adding in the logic to build heros in the game. Then next week I'll do quests etc for the heros. I also need to spend some time making the game more polished, like in allowing the playing of multiple games each time you run the program, maybe even a scenarios section where you can choose to complete a specific (difficult) quest.

    Latest Screen shot:
    William Cairns
    My Games: http://www.cairnsgames.co.za (Currently very inactive)
    MyOnline Games: http://TheGameDeveloper.co.za (Currently very inactive)

  3. #3

    Fantasy Land

    Looking good cairnswm, I'll check it out more over the weekend if I get a chance. Any chance that this one will end up as OpenSource on your site as well?

  4. #4
    Legendary Member cairnswm's Avatar
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    Fantasy Land

    None of my games are released as open source - all my games are released as FreeSource

    Yes - this game will also be available as Free Source from my website. Only 1 game that I have done so far are not free sourced - Farmer Joes Matching yard - As I am trying to see it as Shareware.

    For a full list of all my games look here: http://www.nag.co.za/e107_plugins/fo...opic.php?13480

    When I have better internet connectivity I'll release the first pre alpha Fantasy Land.
    William Cairns
    My Games: http://www.cairnsgames.co.za (Currently very inactive)
    MyOnline Games: http://TheGameDeveloper.co.za (Currently very inactive)

  5. #5
    Legendary Member cairnswm's Avatar
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    Fantasy Land

    Great news - the first pre-alpha version of Fantasy Land is available for download. Not too much laughing please!

    http://www.cairnsgames.co.za/files/fantasyland.zip

    Click on a circle on the playing field to build a building. Right click on a building to see its cost etc. (Right click is always help in the game). Once you have a building you can also see what heros are available from the building.

    End turn will end the turn. Each building costs 1 of each resource per turn (only 0.5 iron though) - so be careful how you build.

    There is currently no way to start a new game - you need to exit and start again.
    William Cairns
    My Games: http://www.cairnsgames.co.za (Currently very inactive)
    MyOnline Games: http://TheGameDeveloper.co.za (Currently very inactive)

  6. #6
    Legendary Member cairnswm's Avatar
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    Fantasy Land

    First Playable release:
    http://www.cairnsgames.co.za/files/fantasyland.zip

    Quests dont work yet. However the bandits and raiders that live near the village can be scouted and fought and will also attack the village.
    William Cairns
    My Games: http://www.cairnsgames.co.za (Currently very inactive)
    MyOnline Games: http://TheGameDeveloper.co.za (Currently very inactive)

  7. #7

    Fantasy Land

    Sounds good Cairnswm, I'll check it out when I have time tomorrow.

    I would assume this is either an RTS or a Turn Based Strategy? It looks neat in either case.

  8. #8
    Legendary Member cairnswm's Avatar
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    Fantasy Land

    Turn based management actually. You manage the village by building a limited number of buildings - and trying to balance your economy, people happiness (not yet implemented) and enemy feelings.

    You only have access to build buildings call and command heros.
    William Cairns
    My Games: http://www.cairnsgames.co.za (Currently very inactive)
    MyOnline Games: http://TheGameDeveloper.co.za (Currently very inactive)

  9. #9

    Fantasy Land

    A few bugs for you:

    If you navigate back in time with both finances and messages and do not return to your position, you can jump to the future too, then you continue forwards from that date through the days you have already gone through.

    Also, by the second year, 3rd month I got a tithe request and went to check my finances. They 'capped' at year 1 month 3, so I couldn't tell what my current rate of production was. So I went back, and my date was reset to year 1 month 3, but I cannot move forwards again and ending my turn simply reprocesses that specific month indefinately.

    Otherwise it looks pretty good.

  10. #10
    Legendary Member cairnswm's Avatar
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    Fantasy Land

    Thanks Robert - I hadn't seen that bug - was due to returning to a 'new' game each time you closed the gfinance screen due to GameState property links
    William Cairns
    My Games: http://www.cairnsgames.co.za (Currently very inactive)
    MyOnline Games: http://TheGameDeveloper.co.za (Currently very inactive)

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