Botanim - TINS 2020 entry by Tharro
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buyflowerbutton.go Refactored Botanim to use zntg (rendering abstraction). 2020-05-23 10:30:49 +02:00
confirmationdialog.go Added confirmation dialogs for save/load/new game. 2020-05-24 19:52:46 +02:00
content.go Refactored Botanim to use zntg (rendering abstraction). 2020-05-23 10:30:49 +02:00
dial.go Refactored Botanim to use zntg (rendering abstraction). 2020-05-23 10:30:49 +02:00
dialdigit.go Refactored Botanim to use zntg (rendering abstraction). 2020-05-23 10:30:49 +02:00
dialogs.go Added confirmation dialogs for save/load/new game. 2020-05-24 19:52:46 +02:00
flower.go Made coneflower prefer cold climates more. 2020-05-23 12:34:09 +02:00
game.go Added tooltips when planting flowers. 2020-05-23 12:34:17 +02:00
gamecontrols.go Added confirmation dialogs for save/load/new game. 2020-05-24 19:52:46 +02:00
gamestate.go Refactored Botanim to use zntg (rendering abstraction). 2020-05-23 10:30:49 +02:00
herbarium.go Added tooltips when planting flowers. 2020-05-23 12:34:17 +02:00
iconbutton.go Fixed bug where hovering a buy flower button wasn't visualized properly. 2020-05-23 12:36:44 +02:00
intro.go Refactored Botanim to use zntg (rendering abstraction). 2020-05-23 10:30:49 +02:00
io.go Refactored Botanim to use zntg (rendering abstraction). 2020-05-23 10:30:49 +02:00
largedialog.go Refactored Botanim to use zntg (rendering abstraction). 2020-05-23 10:30:49 +02:00
map.go Refactored Botanim to use zntg (rendering abstraction). 2020-05-23 10:30:49 +02:00
math.go Implemented digging of flowers. 2020-05-10 23:00:19 +02:00
money.go Lots of UI work. 2020-05-10 17:16:18 +02:00
noisemap.go Refactored Botanim to use zntg (rendering abstraction). 2020-05-23 10:30:49 +02:00
README.md Elaborated README a bit on using the Allegro backend. 2020-05-23 19:14:45 +02:00
research.go Refactored Botanim to use zntg (rendering abstraction). 2020-05-23 10:30:49 +02:00
resourceloader.go Refactored Botanim to use zntg (rendering abstraction). 2020-05-23 10:30:49 +02:00
resources.go Added extract command (extracts resources to the current working directory). 2020-05-14 14:43:13 +02:00
settings.go Refactored Botanim to use zntg (rendering abstraction). 2020-05-23 10:30:49 +02:00
terrainrenderer.go Cursor changes when tool is selected. 2020-05-23 16:03:18 +02:00
tools.go Added tooltips when planting flowers. 2020-05-23 12:34:17 +02:00

TINS 2020

Content

Introduction

Welcome to Botanim!

In Botanim you play the role of botanist and your goal is to cultivate flowers in an open landscape.

Flowers can only grow (well) in certain climates based on two properties: humidity and temperature. Watch out for existing vegetation to get an idea how humid the land is and check the appearance of the tile to see how hot it is. When well placed your planted flower will spread soon but an odd choice might kill your flower almost instantly. So choose carefully. When the flower spread significantly you can harvest flowers again to collect more money.

Controls:

  • H: Selects harvest tool
  • R: Selects research
  • Spacebar: pauses game
  • 1: runs game at normal speed
  • 2: runs game extra fast
  • Mouse wheel or plus/minus: zooms landscape
  • W, A, S, D keys or CTRL + left mouse button or middle mouse button: pans landscape

** On screen ** On the left side of the playing screen you'll find several buttons:

  • Settings: disabled.
  • Save: saves the game instantly, only single slot.
  • Load: loads previously saved game instantly.
  • New: starts a new game with a different terrain.
  • Information: shows the intro/information screen (again, also accessible with the Escape key).

Have fun playing!

Additional Rules

Implementation

genre rule #130 This rule is the most obvious. The goal of the game is to grow flowers so given enough time and a bit of luck your screen will be full of flowers.

artistical rule #60 The least obvious and not finished within the time contraint: when researching you'll have to dial a phone number like you used to do with an old rotary dial (works by repeating the number on the keyboard an exact number of times).

technical rule #10 The terrain is based on (several: humidity, temperature, placement of props, variants of props) perlin noise functions.

technical rule #68 The description of the flowers will scroll below the icon of the "buy flower" buttons when hovered.

Definition

Genre requirement

**** There will be 1 genre rule

genre rule #130

Theme: Flowers - There should be different flowers in the game, the more the better! Comments: This rule just reminds me of my favourite platformer, Super Mario World 2: Yoshi's island - it was FULL of flowers: flower enemies, flower collectables, flowers in the background, flowers that grow to form new platforms, shy guys using flowers as camouflage in the flower beds...

Artistic requirements

**** There will be 1 artistical rule

artistical rule #60 make fun of old-fashioned things. Comments: e.g. have a mode in which the game plays in black and white, featuring an old granny in the corner saying "I didn't pay my colour television license for this", or occasionally "I was in a war" Some more inspirations here and here

Technical requirement

**** There will be 2 technical rules

technical rule #10

Your game must include procedural content. Bonus points if procedural generation is used to create the gameplay environment.

technical rule #68

some kind of special text scroller

Comments: I'll leave you with some inspirational links

Bonus rule

**** There will be 1 bonus rule

bonus rule #9

Act of monkey - you may replace a single rule by a rule that has the opposite effect Comments: Lots of wiggle room here. For example, you could revert the last technical rule to have a non-text scroller, non-scrolling text, or simply, no text scroller.

Building

Prerequisites:

  • SDL 2.0 (SDL2, SDL2_image, SDL2_ttf and SDL2_gfx development libraries are required; for more information).
  • Go 1.12 or later.
  • GCC or a compatible compiler.
  • Git.

With all prequisites installed you can run:

go get -u opslag.de/schobers/tins2020/cmd/tins2020

This will create the binary $HOME/go/bin/tins2020. Additionally you can embed the resources and build a static release with the following commands (this assumes $HOME/go/bin is available in the PATH):

go generate opslag.de/schobers/tins2020/cmd/tins2020
go install opslag.de/schobers/tins2020/cmd/tins2020 -tags static -ldflags "-s -w"

If you want to use the Allegro backend you can add the build tag allegro to the go install command. E.g.:

go install opslag.de/schobers/tins2020/cmd/tins2020 -tags static,allegro -ldflags "-s -w"

In this case the SDL 2.0 prerequisite is replaced by the Allegro 5.2 (development libraries must be available for your C compiler).

Sources

Can be found at https://opslag.de/schobers/tins2020 (Git repository).

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