kylabendrik / kingdomsim Goto Github PK
View Code? Open in Web Editor NEWTurn-based city builder game based in a medieval/fantasy setting
Turn-based city builder game based in a medieval/fantasy setting
We have the grid marker turning red, but we don't have the actual placement disabled yet. Must fix soon.
As far as I can tell, the styling is exactly the same as the "Build" button, just without the dropdown part. Not sure how to fix.
Work out some of the kinks.
Select "house" or "farmland" from Build drop down, click on map, construction zone or farmland appears.
Note - houses can be built on top of trees, but trees present add points needed to build farm. Farmland has to be cleared first.
We need something for all our lovely peeps assigned to "gathering" to do. Have the option to either:
Randomly chop down trees within a radius of their house (grows over time according to availability of resources and skill; default)
Assign specific trees to be chopped down. This would work like the building queue.
We would need to be able to add and remove trees, know where they are, etc.
State needs to be the same from all pages, not just on map.
So we can redraw foreground without background changing
Please help with this! It's an array of arrays, so I'm not sure how to do a "find" method.
I'm guessing it has something to do with the "width: 100%" bit in the CSS for the canvas. Not sure how to fix.
For now, let's add some random peeps coming in every once in a while, to encourage building more houses.
Describe the bug
After building a few structures, such as farms or houses (I tried a few times with just farms and it still happened), The structure will randomly disappear from the list of structures. Not all of them, and not even the most recent one.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Ideally, these structures should be working. Most of them do, I'm not sure why some are breaking like this.
Desktop (please complete the following information):
Need to have a build queue
Make it easier for our players and testers to update the game.
https://blog.theodo.fr/2017/05/set-up-continuous-deployment-on-electron-using-squirrel/
Lets have trees grow slowly over time, increasing the amount of wood you get.
Make sure that they can't get past maxWood/maxFood
At some point, we will need to add "peeps" They will need (at absolute minimum)
Name: (random)
Job: (builder, farmer, gatherer)
House: (one of the houses available. For now, just randomly assigned)
Building Skill: (start at 0)
Farming Skill: (start at 0)
Gathering Skill: (start at 0)
They can be assigned to jobs and houses. Skills build over time. Points applied to jobs = skill + 10
Little nice touch - It would be cool to have the door to the houses open when you hover over it. Also, show a dropdown of the peeps that live there. (later, we could click on the house to see more details, but not necessary now)
Right now, the trees (which are 32x32 px) are being placed on a 64x64 px grid, leaving them rather funny looking. It would be nice to have them spaced correctly. Basically, the trees should be a 1x1 on the "grid" while houses and farmland should be 2x2.
Show how much a building costs in () next to name of building in build menu.
House (40)
Wood Stockpile (10)
Small Barn (20)
Can make better later maybe, but for now this will be an improvement.
Make the map a little bit bigger, so we can scroll around.
Map.js is getting really, really long. surely there's a slightly better way to format this.
The houses still exist, but the house1 texture is invisible for some reason.
Using three.js, make the portraits automatically generated based on genetics.
These demographics are based primarily on Medieval Demographics Made Easy and Fuedalism
A square mile of settled land can support 180 people. This land includes roads, villages and towns, as well as crops and pastureland. Each acre of land would yield eight or nine bushels of grain. Farmers in fuedal manors often would cultivate only two-thirds of their land. The other third would lie fallow. One third would be winter crops and another would be summer crops. Farmers used wooden ploughs, sickles, and scythes. Two acres of land would take five men a whole day to reap and bind the harvest. In England, each peasant would hold about thirty acres of farmland.
Each sheep would yield two ounces or less of fleece.
extremely weird.
Each house will add a tiny bit of storage for wood and food, but in order to really stock pile you need storage buildings.
Food will go in Barns
Wood will go in Stockpiles
Everything is kind of a mess right now. The index.html page is huge, with a lot of CSS and JS in it, which probably have better spots to be. We need to re-organize this whole project so it's ready for more stuff to be added.
There's a bunch of different Electron packaging systems out there. Let's figure out how to get it set up to quickly package for Mac, Windows, and Linux. Bonus points for having an installer, instead of having our player have to scroll past all the extraneous files to find the app.
Describe the bug
The peeps/build menu gets bumped down when the years go into double digits.
To Reproduce
Steps to reproduce the behavior:
play to year 10
Expected behavior
The menu stays put no matter what year it is.
Screenshots
Desktop (please complete the following information):
Additional context
Add any other context about the problem here.
When you resize the window, the map gets squished instead of just hiding parts of it, or revealing blank space. This probably isn't ideal. Not sure how to fix.
Make the map so you can zoom in an out. Higher-res textures will make it all look sharper.
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