Make a Farming Game With AI Around One Simple Calendar
A farming game is a calendar with crops attached, so have your AI build one calendar that every plant, shop and season asks for the date. Start with six plots, two crops and a sell box, and make days pass with a button.
Why does time make this genre hard?
Because mistakes take days to appear. If a crop stops growing on day 12, you only find out after playing to day 12, and by then you have forgotten what you changed.
Think of a retired sailor who farms seaweed on a tidal shore. Nothing needs watering, because the tide does that, but only plots below the waterline grow, and every seventh day the tide stays low. The harvest depends on the date, the tide and the crop all at once.
If each crop keeps its own count of days, those counts will drift apart. Then you add a "sleep through the storm" feature, half of them miss it, and your farm is in two different weeks. One calendar, asked by everything, prevents this whole family of bugs.
Being able to skip ahead matters just as much. Thirty days should take one click. It turns a two-hour bug hunt into a minute.
Are your crops really a choice?
Work out the money before you build. Here is the sailor's first table:
| Crop | Seed cost | Days | Sells for | Profit per day |
|---|---|---|---|---|
| Dulse | 10 | 3 | 25 | 5 |
| Kelp | 30 | 7 | 100 | 10 |
Kelp earns twice as much per day, but it costs three times as much and ties up a plot for a week. Early on, you cannot afford to wait. That is a real choice, and it came from a table.
What should you build, and when?
The smallest version is six plots, the two crops, a sell box that pays out overnight, and a sleep button. There is no walking clock and nobody to talk to.
After that, roughly in this order:
- An inventory for seeds and harvest.
- Stamina, so a day has a limit and you have to choose your jobs.
- Seasons that change what will grow.
- Crafting, such as drying kelp into rope that sells for more.
Those three blueprints come with ready-made code, which Spielerando can pass along over an MCP connection. You sign up free with Google or e-mail, and your game and code are never looked at.
What kills a farming game?
Building the living village first. A clock that runs through each hour, with neighbours walking their daily routes, is lovely and enormous. Every person needs a schedule for every day and season, and every change to the calendar breaks some of them.
Your farm has to be fun with a sleep button and nobody around. Once it is, the village has something worth living next to.
Paste this to your AI
Build a small farming game: six plots, two crops, a box to sell the harvest in, and a sleep button that ends the day.
Start by drawing the daily loop as a state machine in a Mermaid diagram: morning, work, evening, sleep, overnight growth, payout, next morning, plus what changes on the first day of a season. Point out anything that could happen twice, or not at all, in one night. Build from that.
One calendar only. Crops, shop and seasons ask it for the date, and nothing counts days for itself.
Give me a button that skips 30 days. After a skip, show me plot by plot what grew and why, and work out the profit per day of each crop. If a number has no working behind it, say you do not know it yet.
Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP
How to check it worked
- Skip 30 days. Every plot should be where the calendar says it is.
- Plant on the last day of a season. Decide what should happen, then see if it does.
- Save at night, load in the morning. Nothing should grow twice.
- Go broke. Spend everything on seeds, then sell nothing. You must never end up with no money, no seeds and no way forward.
- Compare the crops. If one is better in every situation, the other one has no reason to exist.