Skip to content

CSC335-Spring-2021/csc-335-rpg-tim-ryan-luke-connie

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

Welcome to:

Sid Meier's Civilization .5

Presentation link: https://youtu.be/uXlkAXaQOzs

Summary

This civ-esque game takes elements from later civilization games and integrates them into a game similar to civilization 1, but less complicated. Your objective is to destroy all enemy cities! Found cities using a settler, and wait for them to accrue production reserves. Once you have enough production, create a unit, and send it towards your enemies.

Features

Maps

  • Terrain:
    • The game features a variety of terrain types. Plains are easy to move on and provide no bonuses. Hills are difficult to scale but provide a bonus when fighting enemy units. Swamps leave your units exhausted, making both movement and combat more difficult. Mountains and ocean tiles are impassable and serve as obstacles.
  • Selection:
    • The game features multiple hand-crafted maps with different designs, and the ability to select the size of your map to accommodate for multiple players.
  • Fog of War:
    • The map will be hidden at the start of the game - explore with your units to reveal the map and potential enemies.
  • 2.5D View:
    • The view is a multi-layered isometric 2.5d board with sprites and buttons for just about everything you can think of!

Cities

  • Population:
    • A city's population increments over time. As the city grows so does its worth! With every increase in city population comes an increase in city health and health regeneration, production per turn, and radius of influence.
  • Production:
    • Cities have a production value that determines how much production is added to their reserves each turn. Once a city has high enough production reserves, they can create a unit
  • Influence:
    • Cities develop a radius of influence that grows over time with the city. Tiles within the city's radius of influence are owned by that city. If an owned tile contains a resource, that resource is added to the City's resource pool, and will unlock interesting new units.

Units

  • Stats:
    • Units have stats that provide them an edge over different unit types. MOVEMENT dictates the number of tiles that can be crossed in one turn, but beware hills and swamps! Each unit has a different starting HP value, and regenerates a small amount of HP every turn. SIGHT dictates how many tiles from its current position a unit can see - the higher the sight the more tiles are revealed. Each unit has a different ATTACK value, which determines the amount of damage dealt to enemy units and cities.
  • Types:
    • Scouts: Scouts are cheap, and can move quickly and see far, but are weaker than other units in combat.
    • Warriors: With a reasonable price and solid attack/HP stats, these will be the go-to unit to fight early on.
    • Settlers: Settlers are very expensive and vulnerable, and take some of a cities population with them when made, but are able to found a single city (as long as it is outside of the current city's area of influence).
    • Cavalry: The cavalry unit can cover ground quickly and have high attack values, but require the 'Horses' resource to produce.
    • Swordsman: These elite units are slow but heavily armored, and boast the highest attack and HP in the game. Require the 'Iron' resource to produce.
    • Milita: These units are the weakest in the game, but can be produced far faster than any other unit.

Miscellaneous

  • AI:
    • If the game is entered in single player, the user will be faced with an AI opponent who defends themselves early on, but quickly become aggressive, be careful!

About

csc-335-rpg-tim-ryan-luke-connie created by GitHub Classroom

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published

Contributors 4

  •  
  •  
  •  
  •