Share

More
Resource Management Game Icon

Resource Management Game

alpha

by robertbogdon


This is a framework written in PHP for easily creating resource management / strategy games. Two playable games are included. The system uses sessions to store data and should work out of the box with little or no configuration.


http://www.blah.net/colony_game/





Separate each tag with a space.

Release Date:

2006-12-08

Topics:

License:

Ratings and Reviews

Be the first to post a text review of Resource Management Game. Rate and review a project by clicking thumbs up or thumbs down in the right column.

Project Feed

  • File released: /resmgmtgame/0.12/resMgmtGame-0.12.tar.gz

    posted 1066 days ago

  • Tracker comment added

    robertbogdon commented on the Castle Colony Butcher Problem artifact

    posted by robertbogdon 1066 days ago

  • resmgmtgame 0.12 file released: resMgmtGame-0.12.tar.gz

    Version 0.12 (Build 73) Updated contact information. Re-arranged some includes and added some debugging information to make startup errors easier to diagnose. Updated to use the XSL PHP module vs the XSLT module. Bugfix: SFBugID: 1611167 - Castle theme, Butcher never operational. Version 0.11 (Build 72) Bugfix: SFBugID: 1238712 - Resource graphs break. New Feature: SFRFEID: 1232999- Multiple Saved Games. The game now supports a configurable number of saved games. This is a server side configuration option. Version 0.10 (Build 67) Bugfix: SFBugID: 1235341 - Multiple LunarColony theme fixes. Bugfix: SFBugID: 1233936 - missing parameters to cg_Structure. New Feature: SFRFEID: 1235248 - Client/Server architecture. The game is now split into a client and server that communicate using XML-RPC. This version appears to work correctly, however some of the logic still needs to be shuffled around between the server and the client. Version 0.08a (Build 51) Castle theme has been somewhat balanced and an Event has been added. Bugfix: SFBugID: 1234959 - Going to the main menu and selecting the current theme no long resets the game. Bugfix: SFBugID: 1234964 - It should now be a lot harder to end up with no theme set. Bugfix: SFBugID: 1234973 - These warning should no longer occur. Version 0.08 (Build 44) Bugfix: Main Menu no longer displays in new window. Bugfix: Fixed bug caused by wrong variable name in Operable Structure to Build requirements for structures. Bugfix: Waste Water in LunarColony theme should now be generated properly. Bugfix: Money in LunarColony theme should no longer display a warning that it is being lost due to lack of storage. Version 0.07 (Build 41) New: Structures now support operable structure requirements to build. For example, a structure can require a construction facility be operable in order for it to be built. This also means that in some cases, a structure may not require another structure in order for it to be built. New: Castle theme has been implemented, though it does not appear to be very balanced at the moment. Version 0.06 (Build 36) New: New Events and Research Projects should now be loadable "on-the-fly" during the game, a reset will not be required. New: The Dismantle, Construction and Research queues should now be displayed while you are adding to them. New: The game should now theoretically support multiple "themes". This should allow the same engine to be used for any sort of resource management game. A new "medieval" theme is being worked on currently. Bugfix: Graphs are no longer one day behind. Bugfix: Can no longer build during strike. Change: Multiple Build/Dismantle/Research commands can now be issued on one turn. Change: Toxic Waste Processing now happens after Life Support Resource generation, but before Other Resource Generation. Change: There is no longer a mouseover on the structure names. These descriptions have been moved to the Structure Info page. Update: Overlib has been upgraded to version 4.21. Removed: The Carbon Dioxide resource as well as the related research projects and structures have been removed. Version 0.05 (Build 30) Bugfix: Fixed some division by 0 loops in the graphing code. Bugfix: Fixed messages related to Dismantling. Bugfix: Fixed bug in calculation of Waste Water generation. Bugfix: Used Resources and Structures, as well as the Message Window, should now be restored properly from a saved game. Change: The Dismantle option will now only show structures you have at least one of, and will default to a count of 0. Change: Structures in the Build command and the Dismantle command will now be alphabetized. Change: Research Projects will now be alphabetized in the Research command. New Research Projects / Structures: Carbon Dioxide Storage, Waste Water Storage New Research Project: Advanced Life Support -> Suspended Animation This is a dependency for a Disaster Planning project. New Research Project: Disaster Planning This is a new tree that covers structures to help reduce the effects of disasters and allow you to recover faster. New Research Project: Disaster Planning -> Stockpiles This is a branch that allows you to build structures for long term resource storage. These structures must be dismantled to reclaim resources and are subject to the normal dismantling efficiency. Water Stockpile Energy Stockpile Hydrogen Stockpile Food Stockpile People Stockpile Oxygen Stockpile Metals Stockpile Silicon Stockpile New Research Project: Disaster Planning -> Meteor Tracking Station This project allows for a structure to track meteors and prevent deaths due to impact. New Research Project: Disaster Planning -> Meteor Deflection System This project allows for a structure to deflect one incoming meteor per turn. Version 0.04 (Build 25) Bugfix: Events should now actually use the "cannot happen before X turns" option. Bugfix: Saved games should now actually work. Bugfix: When determining population of an individual structure, would sometimes return a non-integer. Change: Resource generation has been split into two groups. Energy generation was always a separate group that was run first, so you would have power to generate other resources. The Electrolysis Plant is in the "Everything Else" group of resource generators. There are now Life Support Resources (Oxygen, Water, Food), and everything else. Life Support resource generators run first, followed by other resource generation. Resource generators are operated one per structure type at a time, cycling through all structure types. This allows for resource generation across as many resource types as possible during a labor shortage. New Research Projects: Advanced Construction Resource Reclamation - Regain 25% of construction materials when dismantling a structure. Advanced Resource Recalamation - Regain 50% of construction materials when dismantling a structure. Domed Crater Settlement Domed Crater Farm Advanced Life Support - Carbon Dioxide, Waste Water Water Recycling - Water Recycling Plant Advanced Water Recycling - Increase efficiency from 75% to 90%, decrease Toxic Waste from 5 to 1. Version 0.03a (Build 24) New Feature: Ability to save and reload a single game. Version 0.03 (Build 23) Change: The description of an event is now displayed when an event begins. New Event: Meteor Impact Description: A small meteor has struck your colony. Probability: 1/50 Does Not Occur Before: 25 Turns Change: Hydrogen Storage becomes available as a result of Hydrogen Production, and is dependent upon Specialized Resource Storage, not the other way around. New Resource: Food Change: Existing structures can now store food. Supply Depot: 250 Food Living Quarters: 100 Food New Structure: Hydroponics Farm Requirements To Build: Metals: 50 Silicon: 10 Water: 50 Requirements To Run: Energy: 10 Water: 10 People: 5 Generates: Food: 35 Stores: Food: 75 New Research Project: Food Storage Becomes available as a result of Specialized Resource Storage. Requires: 15 Research New Structure: Food Storage This is a specialized storage facility for Food. To Build: Metals: 100 Silicon: 10 To Run: Energy: 12 Stores: Food: 1000 Change: Supply Depot storage values changed. Metals: 250 -> 150 Silicon: 100 -> 75 Water: 500 -> 250 Oxygen: 500 -> 250 Toxic Waste: 100 -> 50 Change: Events now support a "does not occur before X turns" option. This is set to 10 by default. Colonist Strike will not occur before 50 turns. New Research Project: Collaborative Research Facility Becomes available as a result of Economics. Requires: 10 Research New Structure: Collaborative Research Facility This structure allows you to open up access to your research labs to remote researchers. To Build: Metals: 50 Silicon: 50 To Run: Energy: 100 People: 20 Research: 5 Generates: Money: 5 Bugfix: Hopefully fixed timeout issue with large numbers of structures, or at least, delayed it for an order of magnitude or two. Version 0.02 (Build 21) Change: Resource graphs now only show the past 50 turns. This prevents details of current activity from being hidden. Change: Structures that only provide storage no longer require people to operate them. The energy operation costs of these structures have been raised. The specific changes are listed below. Oxygen Storage/Water Storage/Hydrogen Storage: People requirement changed from 2 to 0. Energy requirement changed from 10 to 12. Metals Storage/Silicon Storage: People requirement changed from 1 to 0. Energy requirement changed from 5 to 6. Toxic Waste Storage: People requirement changed from 5 to 0. Energy requirement changed from 20 to 25. Power Storage: People requirement changed from 2 to 0. Energy requirement changed from 5 to 7. Supply Depot/Living Quarters: People requirement changed from 5 to 0. Energy requirement changed from 10 to 15. New Feature: Random events. Watch out for the following random events: Minor Illness, Colonist Strike. New Event: Minor Illness Description: A flu-like disease is currently going around your colony. You can expect it to last from 3-5 days and to infect a larger number of people each day. People infected with the disease are unable to work and will show in your resource information as 'Used'. Probability: 1/25 New Event: Colonist Strike Description: Your colonists are striking and refusing to work. This is expected to last from 1-3 days. Probabiliy: 1/100 Change: Message window now displays a greeting and mentions the Instructions link on first turn. Version 0.01 (Build 19) Bugfix: Resource requirements for Research Projects should now be evaluated correctly. Previously usage for the current turn was being subtracted twice to determine amount available for Research Project. Bugfix: Added code to automatically reset the session if the saved version does not match the current version. This should prevent people from having to manually reset their session. New: Added links to /changelog.txt and /todo.txt, also to Structure Info, Research Projects, Instructions. Version 0.00 (Build 17) Initial release.

    posted 1066 days ago

  • Tracker comment added

    roomon1 commented on the Castle Colony Butcher Problem artifact

    posted by roomon1 1066 days ago

  • Forum thread added

    posted by roomon1 1066 days ago

  • Tracker comment added

    robertbogdon commented on the Castle Colony Butcher Problem artifact

    posted by robertbogdon 1066 days ago

  • Tracker artifact added

    roomon1 created the Castle Colony Butcher Problem artifact

    posted by roomon1 1066 days ago

  • File released: /resmgmtgame/0.11/resMgmtGame-0.11.tar.gz

    posted 1572 days ago

  • resmgmtgame 0.11 file released: resMgmtGame-0.11.tar.gz

    Version 0.11 (Build 72) Bugfix: SFBugID: 1238712 - Resource graphs break. New Feature: SFRFEID: 1232999 - Multiple Saved Games. The game now supports a configurable number of saved games. This is a server side configuration option.

    posted 1573 days ago

  • Tracker comment added

    robertbogdon commented on the Multiple Saved Games artifact

    posted by robertbogdon 1575 days ago

Rate and Review

Be the first person to add a text review.

Would you recommend this project?






<

Related Projects

Resource Management Game Actions

Thanks for your rating!

Would you also like to write a review?





Skip Review