For solo dev jam 11. Ultimately unfinished but I wanted to post where I got to. Theme was 'everything has a cost'. There's no money in the game; the cost is always time/energy. Goal is to maintain as big a farm as you can. No win state.
I spent way too much time on the sim and didn't get to the content I wanted, but I learned a ton about web rendering and procedural generation, so I'm happy. Definitely want to come back and at least finish the building system before moving on to the next thing.
What's in the build
World
- Infinite procedurally generated forest, deterministic from a seed
- 4 seasons (spring / summer / autumn / winter) with art swaps, plus fallen-leaves transition windows at the autumn↔winter boundary
- Weather that effects crop grow, visuals unimplimented
- Day/night clock (1 in-game day ≈ 12 real minutes) with day/night effect
Autonomous farmer character (provider-based goal system, no direct control)
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14 baseline goals dispatched by priority every tick: water, refill, rest, long-journey, harvest, weed, chop, till, plant, clear-dead, forage, pickup, drop, craft, wander
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Pathfinding with chunked far-scan fallback for distant work
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Energy drain from work + carrying; rests in shade when low
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Skill system that modifies task completion speeds and other attributes
Planned but didn't ship
- Buildings & blueprints (and crafting system)
- Animals (cows, sheep, chickens )
- Multi-stage production chains
- Audio, lol
Premade assets used:
Multiple from Mana Seed by Seliel the Shaper