Imperium Mini: A Brief History of Rome

Imperium Mini is a spin-off effort that I threw together while testing out stuff for the Imperium project, a hobby game that I have been working on for more years than I want to think about. I recently decided to port this from C++ to Java, as I was getting annoyed by some limitations (as well as the cost) of the compiler I was using. In order to test the viability of the Java elements I wanted to use (basically simply Swing), I built this simple game. Went fairly quickly and painlessly, and I am fairly satisfied with how things work, so now I am looking to do all of my game programming in Java.

http://gamejolt.com/data/games/846/screenshots/846_1635.jpg

It is a simple turn-based strategy game based on the Rise and Fall of Rome. It is still a work in progress, so don’t expect good graphics, sound, or anything like that (and if you don’t like turn-based strategy, you definitely won’t like this). When I get the time; I plan to expand the gameplay a deal (civilization advances, a few more combat options, leaders), and possibly port it to Android (which would be a good deal more interesting if Google would get their fingers out and allow us from Scandinavia to buy and sell apps).

Good idea, I’m going to give it a try when I’m back home.

Looks pretty cool, but I couldn’t figure out how to attack anything. All I could do was recruit and fortify.

Heh, you’re not the first to say that. There is a mini manual here.

Short version: left mouse button to select, right mouse button to do stuff.

I realise that you’re not aiming for something perfectly polished, so some of these comments may well be ignored, but here goes.

Not the best start:

java.lang.Exception: Log file "./logs/imperium.log" could not be created: No such file or directory
        at com.micabyte.util.LogHandler.<init>(LogHandler.java:43)
        at com.micabyte.impmini.Imperium.initializeLog(Imperium.java:61)
        at com.micabyte.impmini.Imperium.main(Imperium.java:30)
        at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
        at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
        at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
        at java.lang.reflect.Method.invoke(Unknown Source)
        at org.eclipse.jdt.internal.jarinjarloader.JarRsrcLoader.main(JarRsrcLoader.java:56)

Once I manually create the logs directory it spams XML parsing log messages to stdout.

The UI could be streamlined a bit. For example, I can select a unit in one province A and move it to any connected province B I control, and once there I can attack province C which is adjacent to B. But that takes 4 clicks: left on A, right on B, left on B, right on C. Why can’t I just left-click A and right-click C?

Why are there 3 [x] buttons on the message window? The top-right one I understand, but I never dared to click the other two.
Edit: okay, it’s supposed to be a scrollbar. Something’s gone very wrong. I can supply a screenshot if you need.

I don’t like the way the map jumps to the bottom-right after every move.

Messages like “Thracian Phalanx destroyed by Punic Phalanx” aren’t very useful without information on which province was attacking which province. What would be most useful is to just give a summary of each power’s net change in troops and province gains.

From a gameplay point of view, I want a way to disband at the very least the limitanei.

I prefer to have bug reports on my forum (where I try to maintain a bug list), but are you kidding? Excellent comments, thanks.

I think I may already have fixed the log creation bug, but I’ll have to look into it. The log messages to stdout … hmm, I suspect I’ve forgotten to turn off development mode when I packed the jar. What OS are you running this on?

Mainly it is because it can make a difference which province you are attacking from (whether you are attacking across a sea crossing or not). But I take your point; it is one I’ve considered myself, though I haven’t really found a solution I am satisfied with.

Laziness on my part, rather… haven’t gotten around to finding some suitable graphics for the scroll buttons. I’ll have it fixed for the next version. :stuck_out_tongue:

Ah. The map “jumps” to wherever the last action occured. I guess I should turn this off, as it doesn’t really help the player.

The first message prior to the unit vs unit information always tells where the battle is occuring. I agree with your point, though; I went for the message spam approach in this version, and it definitely needs to be dialed down.

That is a deliberate decision; chosing when and how to use them is part of the game (they also represent fortification works in addition to troops). The mobile units can be disbanded simply by attacking a barbarian province.

Thanks again for the feedback. Don’t hesitate to give me a poke if I can return the favor.

I understand, but I already have an account on this one. I hereby grant you an irrevocable licence to copy them across :wink:

[quote]I think I may already have fixed the log creation bug, but I’ll have to look into it. The log messages to stdout … hmm, I suspect I’ve forgotten to turn off development mode when I packed the jar. What OS are you running this on?
[/quote]
Linux.

Has a little time the past weekend to work on this and have released a version 0.2.0.

There now exists a version of this game for Android.