Underground 2 Revived
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一分鐘完成驗證Farm Village: plan your land, grow a village, lead your family. A cozy farm and village game in the browser.
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取自儲存庫 README
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The next game after Willowmere: a cozy, single-player farm and village game in the browser, where you lead your family
and grow your village. Version 0.4.0 adds the orchard, Biscuit’s kennel, roadmap and clinic on a review branch; see CHANGELOG.md. The main branch publishes the live site after PR review. Play it: https://buicongnguyen.github.io/Farm_village/檢視完整 README ↗The next game after Willowmere: a cozy, single-player farm and village game in the browser, where you lead your family and grow your village. The whole story is in the game: twenty chapters, from the key under the seed tin to the lights of two villages; see CHANGELOG.md and docs/plan/README.md. The main branch publishes the live site after PR review. Play it: https://buicongnguyen.github.io/Farm_village/
npm install
npm run dev # http://127.0.0.1:5240/ (test-mode build; add ?new for a fresh farm)
npm test # rules, translation coverage and the pace targets (economy simulation)
npm run build:test && node scripts/serve-dist.mjs 5241 && npm run test:browser # browser checks (phone, landscape, PC)
npm run build # the public build in dist/ (no test hooks)
npm run sim -- steady 14 # when each build step opens for a steady player
Where things are: the rules in src/core/ (pure, tested), the data in src/content/, the 3D view in src/view/, the
menus in src/ui/, Vietnamese in src/i18n/vi.mjs, new models in art/blender/. Progress and next steps:
PROGRESS.md. Changes: CHANGELOG.md.
| Document | What it holds |
|---|---|
| PROGRESS.md | Where the work stands: current status, decisions, the log and how to resume |
| docs/GAME-CONCEPT.md | Read first. What the game is, why (from the research), which activities stay, change or go, pace targets and the first playable version |
| docs/DESIGN.md | The full design: story, controls, land grid and placement rules, farming, animals, production, orders, people, AI neighbours, cottages, the build order, charm, the first session minute by minute, interface |
| docs/ECONOMY.md | Every number (items, costs, rent, levels) and the pace it gives casual, steady and keen players |
| docs/TECH-PLAN.md | Stack, code layout, what is copied from Willowmere (code and models), data shapes, testing, performance budgets, shipping |
| docs/ROADMAP.md | Milestones M0–M6 to v0.1 with tasks and "done when", then v0.2–v1.0 |
| prototypes/big-farm/ | Performance prototype: a 128 × 128 cell map with thousands of crops, drawn in 3D like a 2.5D game; measured results |
| planning/pace-model.mjs | A small model of a player that checks the economy before any game code exists: node planning/pace-model.mjs steady 70 |
| docs/GAME-DIRECTION.md | Where Willowmere stands, the identity, the roadmap, land planned cell by cell with rentals and a required build order, testing, and how Willowmere becomes the kit for this game |
| docs/MARKET-RESEARCH.md | Hay Day, Township, Stardew Valley, Animal Crossing and browser farm games: graded evidence, online play vs AI neighbours, and a scored ranking of directions |
| docs/IDEAS.md | A broad catalogue of attractive ideas with design rules, effort, reuse and computed scores |
GAME-CONCEPT, DESIGN, ECONOMY, TECH-PLAN and ROADMAP are written for this game. The other three documents were written for Willowmere (repository ../3d_farmer_fish_sell, GitHub
buicongnguyen/3d_farmer_fish_sell, at commit 8f0aafe). File paths inside them, such as src/tales.mjs or
scripts/economy-sim.mjs, refer to that repository: it is the starting kit this game will reuse (look, menus, interiors,
Town tales, saves, translation, deploy safety, Blender generators).
Tap Hollowbrook above the status stack to open the roadmap. Cherry trees and the fruit stand open at level 4; Biscuit's kennel at level 5. After the school and four families, the Village projects panel asks for bread and cherries to reopen the clinic and finish chapter 5. Future unlocks in the roadmap are marked as planned.