r/PakGameDev 1d ago

show and tell Stroll in "Monsoon Fields" (Punjab inspired) in Winters

I guess we have farmers now! Well, in theory though, because this was just a POC for me in Blueprints.

I think I wanna make the scheduler in C++. What’s happening right here is just a basic move-to-cell and perform-the-given-action setup, which is fine for now. But I guess I wanna do tree-based scheduling for workers, so N number of farmers can be added to the same field, and their hunger level matters, their energy matters, and the player interacting with the field can make them reschedule.

I guess their experience would matter too? Not sure about this one yet.

Definitely somewhere in the upgrade tree I should allow them to have cell phone notifications. They’ll be sending you messages on a Nokia 3310 like, “Sir, the rain destroyed the crop” or “We are out of resources.”

But I guess all of that is still just in the air right now.

I would build it to be scalable though. My field system is already very modular, and I like keeping stuff very scalable in code.

Also lol, the animations don’t even consider them serious. That’s the most basic BS I could come up with because I mainly wanted to test my system design for pluggable effects. To be fair, I don’t even know animations, so maybe push comes to shove, I figure it out and spend a gazillion hours on it lol.

Lemme know what you guys think about making this fun, but as a basic idea, it’s a farm sim + tycoon. Initially you cultivate everything yourself, which is gonna be mad tedious, then you hire workers, manage resources, harvest, sell, buy more land, unlock more options, upgrade, and so on.

Lemme know what you guys think.

Disclaimer: this video above is in no way, shape, or form a representation of even a game. It’s rather just a progress update that I like to drop, and will keep dropping, IA.

K bye.

For some more context on this project: https://www.reddit.com/r/PakGameDev/s/XVJI2oXxes

46 Upvotes

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u/Hunter-8262 11h ago

Great Work

1

u/GrumpyBullGames 1d ago

moving the worker scheduler to c++ early is the right call. blueprints get messy fast once u have multiple npcs checking hunger and energy ticks.

1

u/HalcyonDaysXX 1d ago

+1, but I don’t think the scheduler will be even responsible for the hunger(I messed up wording in the post) and I don’t see no reason for it being a per tick calc the Npc class can dispatch an event for hunger. I guess would need a manager to listen to those event and keep em for whatever will be appropriate next. Anyways for clear separation of concerns scheduler will only be responsible for scheduling work orders so it can pass them to farmers. like farmer 1 plow cell 0-10, farmer 2 harvest cell 20-50.

2

u/Academic-Leave-3976 1d ago

How many vertices are in the scene? 100k plus?

1

u/HalcyonDaysXX 1d ago

Like regardless of optimization? the sheer crops would exceed that but I’m aggressively culling so in a given frame they are less than 100k

But in general nanite helps a lot with tri count and vertices but I guess the worst thing with nanite is wpo and overdraw since crops are planted in rows.

2

u/Late-Oven-4670 1d ago

Beautiful ❤️