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FarmageddonA game by Cort Stratton (cort at cortstratton dot org)Another Fine Product from Your Friends At Dangerware |
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12/3/2003 10:09 AM 11/19/2003 11:07 AM 11/19/2003 11:07 AM And don't be afraid to use the terraforming ability to divert the river away from your opponent's farms -- eventually they'll dry up and die. Okay, it's not terribly gripping gameplay. But it's gameplay nonetheless! Go grab the latest installer and join the fun! |
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2/24/2003 11:09 AM |
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2/16/2003 9:42 AM |
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12/17/2002 10:49 AM Real development will resume sometime in January. |
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12/13/2002 12:25 PM But I believe I've reached a point where I could easily start iterating on the original design, trying out gameplay ideas and seeing what works and what doesn't. And damnit, that's exactly what I intend to do! Download the version of Farmageddon that I'll be demoing in class! Oh yeah, speaking of which, thanks to Rachel Gockley for being my first and only beta tester. She found a rendering bug, and pointed out that I wasn't including all the necessary DLLs in my distributable packages. Yay Rachel! |
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12/12/2002 11:47 PM Just uploaded another screenshot and downloadable development snapshot. That's all the news I have time for right now though -- there's developing to be done! |
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12/11/2002 11:16 PM I just finished up another chunk of work on low-level engine stuff, and the results are another piece of code that I'm extremely proud of, and that will serve me well in many projects to come: a real-time hierarchical in-game profiler! It tells me where all my cycles are going (at this point, oddly enough, about 3/4 of my CPU time is spent either waiting for the vertical refresh, or rendering the placeholder teapots. Who knew?). Check it out in the latest downloadable version. Anyway, I'm off for a quick break, and then I swear I'm going to start working on actual gameplay. I've been doodling about the river simulation system, and I think I'm on to something... |
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12/11/2002 2:27 AM The major addition of the day is the mini-map, a little overlay in the corner of the screen which constantly updates to reflect the current state of the map (player locations, water levels, farm locations and so on). |
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12/9/2002 11:06 PM This is all fine and dandy, but I suspect I'd better implement some gameplay before too long... |
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12/9/2002 9:55 AM |
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12/8/2002 11:55 PM In addition to controlling the character's movement, the mouse will also be used to plant cropfields, as well as to select parts of the terrain to raise and lower. The field-planting interface can be seen in today's screenshot. Definitely not much of a game yet, but all in all, not bad for a day's work! Tomorrow I plan on tackling the river simulation system. |
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12/7/2002 4:35 PM |
The player controls a poor farmer, struggling to make enough money through crop sales to purchase the riverfront land he's currently occupying. The player earns money by planting fields along the banks of the river. However, the player will have to contend with other like-minded farmers with their eyes on the same stretch of land. Players will have to manage their own growing collection of cropfields while sabotaging the efforts of their neighbors through low-down, dirty trickery. A balance of resource management, strategic offensive manuevers and diligent defenses will be necessary to come out on top. First one to raise enough to purchase the land and legally evict the neighbors wins!
Planned Game Features:
Minimum System Requirements
Binary and source distributions are available here.
Other Downloads:
Design, Programming, HTML: Cort Stratton (web,
email)
2D Art: Amy Kalson
Testing: Rachel Gockley :)
(c) 2002-2003 Cort Stratton. Last update: 12/3/2003 10:09 AM