12/3/2003 10:09 AM
So, for what it's worth, I've finally figured out a
workable real-time river simulator algorithm. Prototype
work in PyGame shows the algorithm to be stable in all
the right ways, so now I just need to code it up in C++
and see if it's fast enough.
11/19/2003 11:07 AM
Farmageddon moves to SourceForge!
11/19/2003 11:07 AM
A rudimentary form of actual gameplay has finally
emerged! In addition to a few technical enhancements
(removing the dependency on libSDL, for instance), players
now have funds. Planting a farm or terraforming the land
costs money. But if you plant a farm near a river and
keep it well-irrigated (read: partly underwater), you'll
eventually earn money from the harvest.
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!
2/24/2003 11:09 AM
As of this morning, all the disparate changes to the
Farmageddon source have been merged back into the new CVS
repository, so in theory I'm back on track. The changes
are almost entirely internal: more robust text output
handlers, vastly simplified PixelMap classes, and so on.
But to celebrate this momentous occasion, I've posted a
new development snapshot to download -- now in Windows
installer format! Gone are the days of Zip files!
2/16/2003 9:42 AM
So, real development has yet to resume. This is mainly
the result of my being without a working home computer for
the better part of two months now (!!!). I've gone
through two replacements, both of which were DOA. But I
have not forgotten about this game, and I insist
upon seeing it through to fruition!
12/17/2002 10:49 AM
I'm about to leave for winter break, but before I go, I've
uploaded the most recent development snapshot, which you
can download below. It fixes a
few of the bugs I found while giving my demo on Friday,
and adds internal support for music (but seeing as I'm not
including any music or sound in the distributable
archives, you the player won't notice a difference).
Real development will resume sometime in January.
12/13/2002 12:25 PM
Okay, time to call it quits for now. Project demos are in
half an hour. All in all, I'm pretty happy with how far
I've come in just five days. This definitely isn't the
game I envisioned yet -- much remains undone. The river
simulator turned out more like a lake simulator, the AI is
even stupider than even I dared to dream, and the farms
don't behave like farms yet (really, they don't behave
like much of anything).
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!
12/12/2002 11:47 PM
13 hours to go until the deadline! Most of my basic
gameplay features are implemented -- I just finished the
terraforming system, and gave a little squeal of joy!
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!
12/11/2002 11:16 PM
I had another ETC
presentation today (the LAST, finally!), and now that
project is officially done with. From now on, my ass
belongs to Farmageddon!
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...
12/11/2002 2:27 AM
I didn't have as much time to work on Farmageddon today as
I would have liked. Instead, I spent about 8 hours moving
stuff around from place to place, first to give a demo for
the BVW show,
and then to set up for a demo tomorrow at the Pittsburgh
Technology Center. This does not bode well...
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).
12/9/2002 11:06 PM
Another day of coding comes and goes! I didn't make
nearly as much progress on the river simulator as I
would've liked, but I've at least got some damned water in
the world (as is clear in today's screenshot). In addition, the
players are behaving and moving much more realistically.
I also fixed innumerous little bugs, and gained a deeper
understanding of quaternions. The results are available
in a new development snapshot, for
your downloading pleasure.
This is all fine and dandy, but I suspect I'd better
implement some gameplay before too long...
12/9/2002 9:55 AM
Ah, hell. Go ahead and download
what I have so far. It's just a technology prototype,
though -- don't expect any gameplay at all!
12/8/2002 11:55 PM
As the first day of real development draws to a close,
I've made significant progress! Basic camera and
character movement is now possible -- the former via the
arrow keys, the latter by clicking the mouse on the
terrain. The problem of using the mouse to select a
particular vertex of the terrain was a daunting one, and I
still haven't solved it completely elegantly, but it
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
12/7/2002 4:35 PM
This project was assigned over a month ago, but due to my
academic responsibilities, I haven't been able to work
on it until right about now. This leaves me with less
than a week to complete a five-week project! Daunting,
yes, but morale is high. Anyway, this website is one of
the project requirements. Check here for up-to-the-minute
information on Farmageddon's development. With only a
week to work on it, I'm sure that updates will be
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:
- Single-player mode with computer-controlled opponents.
- RTS-style gameplay rewards effective resource management,
strategic thinking and quick reflexes.
- Players sculpt the terrain to re-route branches of the river,
irrigating their own fields while their opponents' crops wither!
- Soundtrack and sound effects
- Wish List:
- Networked multiplayer mode.
- Spend money on items to improve your fields (e.g. better fertilizer,
hi-tech pesticides), or to undermine your opponents efforts (e.g. industrial
waste to pollute the irrigation water, gopher cubs to release into opponents'
Minimum System Requirements
- Windows 2000/XP
- 700 MHz Pentium 3
- 128 MB RAM
- OpenGL-compatible graphics card (NVIDIA GeForce 2 MX or equivilant)
Posted: 11-19-2003 11:07 PM
Slight evolution in gameplay is now visible: farms now
display their health and time-to-harvest. Terraforming also
costs money, so make sure you have some farms producing
income before you go reshaping the terrain all willy-nilly!
Posted: 12-12-2002 11:45 PM
Basic gameplay features (farms and terraforming) are
implemented, as you can see! Almost there!
Posted: 12-10-2002 10:20 PM
Added a mini-map in the lower right corner, which
constantly updates to reflect the current state of the
Posted: 12-09-2002 11:23 PM
Ah, that's much better. More conducive to a game set in
rural farmland, nes pas? Note the addition of water as well
-- though right now, it's much more of a lake than a river.
Posted: 12-08-2002 11:57 PM
The first public screenshot showing anything interesting
at all! Here we see my 3D terrain engine from a previous
project, with a few ubiquitous teapots chilling out waiting
for instructions. The wireframe quad in the corner is the
mouse-driven field-planting interface.
Please ignore the fact that the game is still set on the
surface of Mars... I haven't had time to look for grass and
river textures yet.
Binary and source distributions are available here.
- The original Farmageddon project proposal (MS-Word).
- The Farmageddon mid-project review document (MS-Word).
- The Farmageddon final review document (MS-Word).
Design, Programming, HTML: Cort Stratton (web,
2D Art: Amy Kalson
Testing: Rachel Gockley :)
(c) 2002-2003 Cort Stratton. Last update: 12/3/2003 10:09 AM