xxxx Project
Ah, Your Majesty, welcome to your grand inheritance! Well, technically, you’re supposed to inherit a sprawling kingdom—golden fields, towering castles, the whole shebang. But, uh… let’s just say the previous ruler was more of a ‘minimalist.’ So, for now, you get this adorable little town. Think of it as a little fixer-upper! You’ve got your villagers living in little houses (cramped, but cozy), forests full of wood just waiting to be turned into splinters, and wheat fields that’ll give you bread—because a king can’t conquer on an empty stomach. Oh and how could I forget, the mines! Send your villagers there to dig up stone, because nothing says ‘majesty’ like a well-placed boulder. Also you might wanna look into upgrading those houses if you want more villagers—because right now, your ‘kingdom’ might uhmm ... have some difficulties growing. Oh, and one more thing: winter’s coming. So, unless you want your villagers to start a rebellion over frozen bread, get to work. Long live the king … or something!
This is a top-down, tile-based village builder where players strategically build and manage a village to survive as long as possible. The core gameplay revolves around placing buildings on a grid, managing resources like food and wood, and ensuring the village meets its basic needs. Players can inspect buildings to set production priorities, upgrade structures, and assign villagers to tasks. Villagers follow a daily cycle of work, sleep, and idle time, contributing to the village's survival. The game features seasonal changes, with winters increasing resource consumption and posing greater challenges. Running out of food or wood for two consecutive days ends the game, though players start with a grace period to establish their village. The goal is to survive as many winters as possible by carefully balancing resource production, optimizing building placement, and adapting to the challenges of changing seasons. Success depends on strategic planning and efficient resource management to keep the village thriving.
The game was written completely from scratch in C++, only using SFML, T-GUI for rendering and UI and FastNoiseLite for noise generation. For the engine we used our professors "template" engine as guidance, but mostly did our own thing to so it would fit the need for our games. Other than that, all the render logic, as well as pathfinding, random world generation, tile system, etc. is completely our work. Assets were mostly acquired on itch.io and all artists/works have been credited in the game and the credits file.

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Florian Schneidergruber

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