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February 17, 2010
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SUBMITTED AT 4:06 PM PACIFIC TIME (-800) ON 17/2/2010
FOR THE #Flashers LOVE/HATE CONTEST

CODED BY ME (~HiddenSpartan) AND GRAPHICS BY ~yadu

UPDATE - Version 1-1
--- Love The City --- A game of love vs time.
In Love The City, you play from a bird's eye view of a small landmass where you are tasked to build and maintain a small city. To finish the game, get all your houses combined producing 200 love. If 100 turns pass before the love total is reached, the game ends.

CONCEPTS:
Love: Love is (like) a resource produced by houses in the radius of a flag (not a road). Each house produces +1 love for having access to food, access to blok and access to their interest, for +3 total. Once 200 love is being produced, the game is won.

Turns: When you have finished building for that turn, hit enter to go to the next. On a turn update, resources are calculated and set, including love. You also receive tax income from shops on the turn update.

Predicted resources: The resources that are going to be set next turn. There was a design reason for these, which I now can't remember. They aren't always 100% accurate.

Structures: Buildings basically. They are the only way you can interact with the world.
Food: Feeds citizens. Comes from farms.
Blok: A luxury. Makes people who get it happy. Comes from factory.

Fertile Soil: Slightly greener, more saturated squares. Can build farms on them
Bloksource: Tiles with that orange mound on them. Can build factories on them.

Roads: Roads are a cheap way of increasing your building radius. If you want to build on a singular square a distance away from your flags, then you could build a road out there for a fraction of the price
Houses' Interests: Every house wants a certain thing from you. Providing them with it makes them provide an extra love point. On the right hand side of the bar at the bottom of the screen there should be some text like 'struct-flag' or 'struct-farm'. This is because I was too lazy to write out a switch statement that'd put 'Flag' and 'Farm' down instead. When hovering over a house, this area shows something like 'struct-house wants struct-library'. This shows the house's interest. If the house in in range of this building, then it will provid an extra love point.

'struct-library': House is interested in education, build a library close by.
'struct-station': House is interested in protection, build a station close by.
'struct-cinema': House is interested in entertainment, build a cinema close by.

CONTROLS:
Arrow Keys: Move The Cursor
Enter: End the Turn
Backspace: Demolish buildings. You do not get any refunds for demolishing a building.
Number Keys: Build Buildings
1: House. Provides 3 Population. Costs 25 credits
2: Grocer. Provides food to nearby houses. Costs 70 credits. Provides credits on turn (equal to houses in range * a random number between 2 and 5). Needs one food to build.
3: Blokshop: Provides blok to nearby houses. Costs 75 credits. Provides credits on turn (same as grocer). Needs 1 blok to build
4: Farm: Provides 3 food to the city. Costs 120 credits. Can only be built on fertile ground.
5: Factory: Provides 3 blok to the city. Costs 125 credits. Can only be built on a source of blok.
6: Library: Makes nearby houses interested in education happy. Costs 225 credits.
7: Station: Makes nearby houses interested in protection happy. Costs 225 credits.
8: Cinema: Makes nearby houses interested in entertainment happy. Costs 225 credits.
9: Road: Can build in adjacent squares. Must be built in either flag's radius or in adjacent to another road tile. Costs 10 credits
0: Flag: Can build buildings in it's radius. Costs 515 credits.

All buildings except the Road, Flag and House require 1 population to build.
You cannot build buildings over other buildings, you must demolish them first.

FIRST TURN TUTORIAL:
You definitely need to read this, because it is extremely easy to screw yourself over in the first turn. The very first thing you need to do is place a flag. Put it somewhere where there is both fertile soil and bloksources nearby. Once build, build a couple houses around it. Then put some farms and factories down on the fertile and blok-y soil. Build some grocers and blokshops around the houses. This should start you out well for the coming turns; you now have an income of money each turn.

READING THE UI:
The grey bar at the bottom of the screen is where information about the current game is shown, it is laid out like so:
| Set resources | Predicted Resources | Love/Turns | Current structure info |

Yeah it's still buggy, but It's somewhat cleaner than the Beta. P:

UPDATE: VERSION 1-1!
Added In-Game Cheat Sheet -> No longer have to scroll down to see PRESS TAB TO VIEW
Added Radius-Viewer -> Hold SHIFT plus a number to see all the radii of those buildings. Should be close enough.
Added Something with the cursor -> Can't describe it that well, If you hover over a place in the range of a flag or road it's yellow, elsewhere red. Should be somewhat helpful.
Changed the thumbnail too something much cooler.
Add a Comment:
 
:iconbwaa:
bwaa Feb 20, 2010   Photographer
Aww this is great :D so much detail! And so good at taking time away :noes: I was meant to go out 20 minutes ago x
Reply
:iconhiddenspartan:
It's inspiration is part CIV, so it's likely to have that effect.
Reply
:iconfeelingverylucky:
FeelingVeryLucky Feb 19, 2010  Student Traditional Artist
This is very interesting! But I can't build any factories, and I followed the instructions. :( Even so, I still like this game a lot. Was it difficult coding it?
Reply
:iconhiddenspartan:
Do you have the money and the population? Check, because the game checks for the set resource + the predicted resource.

It wasn't that hard. Getting some things to work correctly took some doing though.
Reply
:iconfeelingverylucky:
FeelingVeryLucky Feb 24, 2010  Student Traditional Artist
:ohmygod: Ah, stupid me... Yeah, I wasn't following all of the directions, apparently. It works now! And I intend to beat it.

Reply
:iconwaltzy:
waltzy Feb 18, 2010  Professional Artist
Beautifully really nice project coming along if somwhat incomplete; the interface needs alot of work, but I see what your trying to do here.

Good job guys.
Reply
:iconhiddenspartan:
Yeah. This will be it for now, I might revisit it later. Other than the fact that the code is really sloppy right now, most of the problems were purely aesthetic. The UI right now is more a way of showing (more-or-less) what is happening and what is needed.
Reply
:iconwaltzy:
waltzy Feb 19, 2010  Professional Artist
yeah I can see. and I know what its like trying to revisit a project that was hurried together. nightmare :)
Reply
:iconhiddenspartan:
Nearly everything I do is a learning exercise. Recently I've made the switch from 'tiles are sprites with bitmaps attached' to 'tiles are data holding classes which store info on which image they use'. If I plan to do something like this again, then I'll probably rewrite much of it, but saving a few precious code samples.
Reply
:iconwaltzy:
waltzy Feb 20, 2010  Professional Artist
'Nearly everything I do is a learning exercise' - I think this is true for nearly every programmer.
Reply
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