simuplop Description
In this prototype, you will create and manage a settlement that produces gold and other resources. Here are the basic rules and controls:
- Gold increases based on a constant frequency. You can see your current gold amount at the top of the screen. 💰
- You can place spawn-able entity tiles to spawn entities that will gather resources (wood/stone/crystals). You can see the available entity tiles at the bottom of the screen. 🌲🗿💎
- Spawn-able tiles entities will only gather the closest resource (simple Euclidean distance). They will bring the resource back to your settlement and increase your resource amount. You can see your current resource amounts at the top of the screen. 🏠
- To move the camera, click/tap and drag on the screen. You can see more of the map this way. You can zoom in/out by click, hold, and using your mouse scroll wheel or by using pinch zoom in/out on mobile. 🗺️
- To swap modes (build/camera), tap the bottom right corner button. In build mode, you can place or remove entity tiles. In camera mode, you can only move the camera. 🔨👁️
- To spawn entities, tap which entity to spawn in the build list then tap on the screen on an empty tile. You will spend some gold to do this. 🐑🐄🐔
- To remove entities, double tap/click on an entity tile that was spawned. ❌
Have fun and enjoy the prototype! 😊
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simuplop is another showcase of my custom game library to produce a variety of games with a generic programming and data-driven approach. It joins other prototypes such as wowplay (auto battler/sim) and idlegame (rpg) that demonstrate the power and flexibility introduced by this paradigm.
The library is a flexible, data-driven, procedural generation ECS system that uses a custom-seeded generation algorithm to create rich and complex game worlds/systems from the data, properties, assets, and parameters provided by the developer/user. It succeeds in doing this by leveraging and building on the game engines built in base types, making it easy to integrate with any project.
The main advantage of this approach is that it puts the data at the center of the game design, instead of the other way around. This has several benefits for game development, such as:
- Reducing development time and cost
- Increasing replay value and diversity
- Enabling user-generated content and modding
These prototypes are examples of how data-driven design and generative game development can create potentially innovative and engaging games that appeal to a wide range of players.
Note: This is a prototype/demo and is not a full game. I do not claim to own any of the assets used within this prototype/demo.
- Gold increases based on a constant frequency. You can see your current gold amount at the top of the screen. 💰
- You can place spawn-able entity tiles to spawn entities that will gather resources (wood/stone/crystals). You can see the available entity tiles at the bottom of the screen. 🌲🗿💎
- Spawn-able tiles entities will only gather the closest resource (simple Euclidean distance). They will bring the resource back to your settlement and increase your resource amount. You can see your current resource amounts at the top of the screen. 🏠
- To move the camera, click/tap and drag on the screen. You can see more of the map this way. You can zoom in/out by click, hold, and using your mouse scroll wheel or by using pinch zoom in/out on mobile. 🗺️
- To swap modes (build/camera), tap the bottom right corner button. In build mode, you can place or remove entity tiles. In camera mode, you can only move the camera. 🔨👁️
- To spawn entities, tap which entity to spawn in the build list then tap on the screen on an empty tile. You will spend some gold to do this. 🐑🐄🐔
- To remove entities, double tap/click on an entity tile that was spawned. ❌
Have fun and enjoy the prototype! 😊
----------------------------------------------------------------------------------------------------------
simuplop is another showcase of my custom game library to produce a variety of games with a generic programming and data-driven approach. It joins other prototypes such as wowplay (auto battler/sim) and idlegame (rpg) that demonstrate the power and flexibility introduced by this paradigm.
The library is a flexible, data-driven, procedural generation ECS system that uses a custom-seeded generation algorithm to create rich and complex game worlds/systems from the data, properties, assets, and parameters provided by the developer/user. It succeeds in doing this by leveraging and building on the game engines built in base types, making it easy to integrate with any project.
The main advantage of this approach is that it puts the data at the center of the game design, instead of the other way around. This has several benefits for game development, such as:
- Reducing development time and cost
- Increasing replay value and diversity
- Enabling user-generated content and modding
These prototypes are examples of how data-driven design and generative game development can create potentially innovative and engaging games that appeal to a wide range of players.
Note: This is a prototype/demo and is not a full game. I do not claim to own any of the assets used within this prototype/demo.
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