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What you are building
A resource-management game is a loop of sources, stored resources, costs, production, constraints, and feedback. Forests and mines are sources; wood and stone are stocks; construction spends them; farms convert time or inputs into food; storage, workers, and money limit what can happen. The player needs to see quantities and consequences clearly, through counters, progress indicators, warnings, and action results.
For a first vertical slice, use four resources: wood, stone, food, and money. The player gathers materials, builds a warehouse, advances a day, gains food from production, and pays population upkeep. Victory might require a warehouse and a target wood stock; failure might occur when food cannot cover consumption. Keep those conditions explicit rather than burying them in button code.
Choose how time advances
- Turn-based: the player advances a day or turn deliberately. It is easiest to test, explain, and balance.
- Fixed-tick real time: the simulation advances in regular intervals while rendering can run at its own rate. It supports a continuous feel while keeping economic rules predictable.
- Variable-delta real time: production scales with elapsed time. It can be smooth, but rounding, pauses, and long frame delays make outcomes harder to reproduce.
Use turns for the initial prototype. A render callback is not itself a game tick: libGDX calls render() as part of its application loop, and the callback frequency is not a stable economic clock. See the libGDX lifecycle documentation.
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Choose a Java technology
For a graphical 2D Java game with room to target more than desktop, libGDX is a practical choice. It supplies lifecycle, rendering, input, asset handling, audio, and platform backends; its project overview describes support for multiple platforms, not a guarantee that every build behaves identically without platform testing. Start on desktop, then add targets deliberately. See the libGDX project and its documentation index.
| Option | Best for | Trade-off |
|---|---|---|
| libGDX | 2D games and cross-platform Java development | Requires learning a framework and its project structure |
| JavaFX | UI-heavy desktop simulations and tools | Less game-oriented rendering and deployment workflow |
| Swing/AWT | Educational experiments and very simple desktop interfaces | Less suited to modern game presentation |
| LWJGL directly | Developers who need low-level graphics, windowing, audio, or native access | You must build more engine functionality yourself |
| jMonkeyEngine | Java 3D games and scenes | Usually more than a 2D resource prototype needs |
If the priority is a desktop simulation with conventional forms, JavaFX may be simpler. If the goal is a game-like 2D presentation and later platform options, use libGDX.
Generate and run the project
- Install a JDK. Use a Java version compatible with the project generated by the current GDX-Liftoff setup. Avoid copying a version number from an older tutorial; framework, Gradle, and backend compatibility can change.
- Generate a libGDX project with GDX-Liftoff. Select the core module and desktop target for the first prototype. Add mobile or other backends only after the desktop build works. The GDX-Liftoff guide covers project generation.
- Import the Gradle project. In IntelliJ IDEA or Android Studio, open the generated
build.gradleand allow Gradle to sync. Refer to libGDX import and running instructions. - Put shared assets in the generated assets directory. Keep files used by multiple backends in the shared location created by the generator.
- Run the desktop target with the generated Gradle task. Task and module names depend on selected platforms and project layout. Inspect tasks with
./gradlew tasks; a desktop module namedlwjgl3may expose./gradlew lwjgl3:run. On Windows, usegradlew.bat tasksand the corresponding generated run task.
For IDEs, Gradle commands, and target-specific details, follow the generated project and official libGDX beginner workflow rather than assuming every version uses the same module names.
Write down the economy before drawing it
A small rules table forces decisions about where resources come from, what they cost, and how failure works. The values below are example design choices, not a universal balance recipe.
| Element | Prototype example |
|---|---|
| Wood | Start with 20; capacity 100; forester produces 5 per day |
| Stone | Gathered from a quarry or player action |
| Food | Produced by a farm; population consumes food each day |
| Money | Spent on buildings or upkeep as defined by the rules |
| Warehouse | Costs 30 wood, 20 stone, and 50 money |
| Prerequisite | Town Hall level 1 |
| Failure | Food cannot cover the defined consumption at day resolution |
| Victory | Build a warehouse and reach 200 wood |
Also decide whether production occurs before consumption, what happens when storage is full, whether a failed day can be retried, and when victory and failure are checked. These are gameplay rules, not presentation details.
Model resources and state in plain Java
For a fixed, small set of resource types, an enum gives readable, type-safe keys. Integer units are appropriate for whole logs, meals, or coins; use long if values may exceed the range of int. Keep display formatting separate from stored quantities.
public enum ResourceType {
WOOD, STONE, FOOD, MONEY
}
An inventory should own amounts and capacities, and reject negative inputs. This implementation blocks additions that exceed capacity and prevents spending below zero:
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public final class Inventory {
private final EnumMap<ResourceType, Integer> amounts =
new EnumMap<>(ResourceType.class);
private final EnumMap<ResourceType, Integer> capacity =
new EnumMap<>(ResourceType.class);
public int get(ResourceType type) {
return amounts.getOrDefault(type, 0);
}
public int capacity(ResourceType type) {
return capacity.getOrDefault(type, 0);
}
public boolean canAdd(ResourceType type, int amount) {
if (amount < 0) throw new IllegalArgumentException("Amount cannot be negative");
return (long) get(type) + amount <= capacity(type);
}
public boolean canSpend(ResourceType type, int amount) {
if (amount < 0) throw new IllegalArgumentException("Amount cannot be negative");
return get(type) >= amount;
}
public boolean add(ResourceType type, int amount) {
if (!canAdd(type, amount)) return false;
amounts.merge(type, amount, Integer::sum);
return true;
}
public boolean spend(ResourceType type, int amount) {
if (!canSpend(type, amount)) return false;
amounts.merge(type, -amount, Integer::sum);
return true;
}
}
Initialize capacities deliberately; a missing capacity defaults to zero in this example, so an unconfigured resource cannot be added. Choose a consistent overflow policy: block the action, clamp and discard excess, pause production, or queue output. Tell the player when an action is blocked. If fractional production is needed later, use a defined fixed-point or rounding policy rather than casually mixing floating-point amounts into inventory.
Represent the authoritative simulation state separately from any labels or sprites:
public final class GameState {
private final Inventory inventory = new Inventory();
private int day = 1;
private int population = 2;
private boolean gameOver;
private boolean victory;
public Inventory inventory() { return inventory; }
public int day() { return day; }
public int population() { return population; }
public boolean isGameOver() { return gameOver; }
public boolean isVictory() { return victory; }
public void advanceDay() {
if (!gameOver && !victory) day++;
}
}
In production code, expose narrowly scoped methods for changing state so callers cannot bypass validation. UI elements should read from the state; they should not maintain independent resource totals.
Make player actions validated and atomic
Actions let a mouse button, keyboard shortcut, automated player, or test request the same game rule. A result gives the interface useful feedback without putting the rule inside a widget.
public interface GameAction {
ActionResult execute(GameState state);
}
public record ActionResult(boolean success, String message) {
public static ActionResult success(String message) {
return new ActionResult(true, message);
}
public static ActionResult failure(String message) {
return new ActionResult(false, message);
}
}
For a multi-resource cost, check every amount before spending any. Otherwise a construction that lacks its final cost could consume earlier resources and still fail.
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private final EnumMap<ResourceType, Integer> values =
new EnumMap<>(ResourceType.class);
public Cost put(ResourceType type, int amount) {
if (amount < 0) throw new IllegalArgumentException("Cost cannot be negative");
values.put(type, amount);
return this;
}
public boolean canPay(Inventory inventory) {
return values.entrySet().stream().allMatch(entry ->
inventory.canSpend(entry.getKey(), entry.getValue()));
}
public boolean pay(Inventory inventory) {
if (!canPay(inventory)) return false;
values.forEach((type, amount) -> inventory.spend(type, amount));
return true;
}
}
Use it in an action only after checking prerequisites and any other limits:
public final class BuildWarehouseAction implements GameAction {
private final Cost cost = new Cost()
.put(ResourceType.WOOD, 30)
.put(ResourceType.STONE, 20)
.put(ResourceType.MONEY, 50);
@Override
public ActionResult execute(GameState state) {
if (!cost.canPay(state.inventory())) {
return ActionResult.failure("Insufficient resources.");
}
cost.pay(state.inventory());
// Record the building in GameState here.
return ActionResult.success("Warehouse built.");
}
}
Commands also create a clean seam for event logs, replay, AI, or undo. Those features are possible, not automatic: replay requires deterministic rules and recorded inputs, and undo requires a deliberate way to reverse or snapshot changes.
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Advance days and resolve production
For the first version, let the player explicitly advance a day. Decide and document an ordering. For example: resolve production, apply upkeep, then check failure and victory. Under that rule, newly produced food can feed the settlement that day.
public ActionResult advanceDay(GameState state) {
Inventory inventory = state.inventory();
int foodProduced = 5;
int foodConsumed = state.population();
// Production first. This prototype blocks rather than overflows storage.
if (!inventory.canAdd(ResourceType.FOOD, foodProduced)) {
return ActionResult.failure("Food storage is full.");
}
inventory.add(ResourceType.FOOD, foodProduced);
if (!inventory.canSpend(ResourceType.FOOD, foodConsumed)) {
// Decide whether production remains after a failed upkeep check.
// Prefer validating the complete day before committing any changes.
return ActionResult.failure("Not enough food to pay daily upkeep.");
}
inventory.spend(ResourceType.FOOD, foodConsumed);
state.advanceDay();
return ActionResult.success("Day advanced.");
}
This sketch illustrates the rule order, but a complete day should be transactional too: calculate production, consumption, capacity effects, and failure first, then commit the chosen outcome. Otherwise a failed upkeep check can leave the day’s production applied without advancing the day. Define whether failure changes the state, consumes produced food, or permits recovery, and implement that policy as one operation.
Fixed ticks for real-time play
If the game later runs continuously, accumulate elapsed time and execute zero or more fixed simulation ticks. Clamp unusually large frame deltas to prevent a long pause from triggering a burst of catch-up production; choose the clamp and tick length for the game’s intended pace.
public final class SimulationClock {
private static final float TICK_LENGTH = 1.0f;
private float accumulator;
public void update(float deltaSeconds, Runnable tick) {
accumulator += Math.min(deltaSeconds, 0.25f);
while (accumulator >= TICK_LENGTH) {
tick.run();
accumulator -= TICK_LENGTH;
}
}
}
This simple clock drops elapsed time beyond the clamp; that may be appropriate for a paused single-player game, but not for every simulation. Decide whether pause stops production, whether time continues while closed, and whether offline progress is capped. For competitive play, do not trust the local system clock as authoritative.
Represent buildings and jobs as data
Once several buildings exist, describe production rules with data instead of a growing chain of special-case conditionals. The following rule models a recipe with an input, output, and duration; a real implementation can also represent buildings that generate resources without an input.
public record ProductionRule(
ResourceType input,
int inputAmount,
ResourceType output,
int outputAmount,
int durationTicks
) {}
public final class ProductionJob {
private final ProductionRule rule;
private int remainingTicks;
public ProductionJob(ProductionRule rule) {
this.rule = rule;
this.remainingTicks = rule.durationTicks();
}
public void tick() {
if (remainingTicks > 0) remainingTicks--;
}
public boolean isComplete() {
return remainingTicks == 0;
}
}
Before adding jobs, specify the decisions that make them predictable:
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- Are inputs spent at job start or completion?
- Can a job be canceled, and are inputs refunded?
- What happens if the output store is full when the job completes?
- Can workers be assigned elsewhere, and does a job pause without them?
- Does pausing the game pause production?
- Can multiple buildings finish on the same tick, and in what order are outputs applied?
Process buildings in a stable order, such as a persistent building ID order. Relying on an unordered collection can make outcomes change after a code or save change, complicating tests and replays. Start with enums for a small fixed content set; consider external IDs and data files when modding or frequent content changes become a real requirement.
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Connect the simulation to libGDX
Keep the project small but divided by responsibility. You do not need an entity-component system or elaborate event bus for a first prototype.
com.example.resourcegame
├── core // GameState, Inventory, ResourceType, Cost, actions
├── simulation // clock, production, economy
├── screens // menu, gameplay, pause, result
├── ui // resource and build panels
├── rendering // world drawing
└── persistence // save and load
libGDX’s beginner tutorial covers lifecycle, rendering, input, asset loading, audio, and disposal. Its extended tutorial introduces separate Screen implementations for areas such as menus and gameplay. A screen can translate input into actions, draw the current state, show results, and release resources it owns; it should not become the home of every economy and save rule.
public final class GameScreen implements Screen {
private final ResourceGame game;
private final SpriteBatch batch = new SpriteBatch();
private final BitmapFont font = new BitmapFont();
public GameScreen(ResourceGame game) {
this.game = game;
}
@Override
public void render(float delta) {
// For a turn-based prototype, do not advance the economy here.
Gdx.gl.glClearColor(0.08f, 0.10f, 0.12f, 1f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.begin();
GameState state = game.state();
font.draw(batch, "Wood: " + state.inventory().get(ResourceType.WOOD), 20, 440);
font.draw(batch, "Day: " + state.day(), 20, 410);
batch.end();
}
@Override
public void dispose() {
batch.dispose();
font.dispose();
}
// Implement the remaining Screen lifecycle methods.
}
When managing screens through libGDX’s Game class, its render() should call super.render() so the active screen receives the callback. Consult the extended tutorial for the screen-management pattern.
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Route input through actions and make the UI informative
Input should request a rule; the rule validates and changes state; the interface then displays the result. For example:
if (Gdx.input.isKeyJustPressed(Input.Keys.SPACE)) {
ActionResult result = game.execute(new AdvanceDayAction());
game.notifications().show(result.message());
}
A mouse button should call the same action. Avoid listeners that subtract resources directly and manually update labels; that duplicates rules and can make mouse, keyboard, AI, and tests behave differently.
The first resource panel should show current amount and capacity, production and consumption per turn, time or day, the current objective, and why an action is disabled. Use text or icons alongside color: normal, warning, blocked, and critical states should remain distinguishable without relying on color alone. A cost preview helps the player understand a blocked build before clicking.
Load and release assets deliberately
For a tiny screen, a texture can be created when the screen is shown and disposed when that screen is disposed:
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private Texture background;
@Override
public void show() {
background = new Texture("background.png");
}
@Override
public void dispose() {
if (background != null) background.dispose();
}
Do not create the same texture every frame or on repeated transitions without a clear owner. For a larger project, use libGDX’s AssetManager to centralize loading and lifecycle management. The official simple-game guide also covers asset handling and disposal. Match asset filename case and extension exactly; casing differences can surface when moving between development and release environments.
Save data, not graphics objects
Persist simulation data such as resources, day, population, buildings, and active jobs. Never serialize a texture, batch, font, screen, or other rendering object. A save can include a format version:
{
"version": 1,
"day": 12,
"population": 5,
"resources": {"WOOD": 84, "STONE": 31, "FOOD": 42, "MONEY": 120},
"buildings": [{"type": "WAREHOUSE", "level": 1}]
}
Write to a temporary file and replace the previous save only after the new write succeeds. On load, handle missing or corrupt files, validate amounts, capacities, IDs, and version, and either migrate old formats or show a useful unsupported-save message. Keep a backup if losing progress would be costly. A local save is not trustworthy for competitive scoring or multiplayer authority.
Test the economy without opening a window
Because the core model is plain Java, its rules can be tested independently of graphics. Test successful cases and boundary conditions, not just the happy path.
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void cannotSpendMoreThanAvailable() {
Inventory inventory = new Inventory();
assertFalse(inventory.spend(ResourceType.WOOD, 1));
}
- Multi-resource construction with one missing cost leaves every amount unchanged.
- Full storage follows the documented production overflow policy.
- Daily consumption at zero food triggers the selected failure behavior.
- Repeated clicks do not allow a cost to be paid twice without resources.
- Large delta times, pause and resume, and simultaneous job completion follow the defined timing rules.
- Save/load round trips preserve state; malformed and older saves are handled deliberately.
- Negative inputs, zero-cost recipes, empty inventories, maximum capacity, and simultaneous win/loss conditions have explicit outcomes.
When a visible counter fails to change, render it from the authoritative state after each action rather than maintaining separately updated labels. When production varies with frame rate, move it out of per-frame updates. When a screen transition leaks memory, establish who owns each texture, font, batch, or sound and dispose it or centralize it.
Balance, polish, and expand in stages
Track net change for each resource as production minus consumption and upkeep, plus one-time gains minus one-time costs. Then observe how long it takes to reach an upgrade, fill storage, or deplete a stock. The point is not to find a universal ideal number; it is to make choices legible and recoverable for the intended pace and difficulty.
- Let the player recover from at least one poor decision, unless harsh failure is the intended design.
- Make multiple resources compete for limited actions, space, or building choices.
- Make storage limits matter without making overflow a constant surprise.
- Warn before an irreversible failure and explain the reason an action is unavailable.
- Use notifications, tooltips, progress indicators, and sound to clarify outcomes rather than obscure them.
Once the vertical slice works, add one system at a time: a research tree, worker specialization, trade, weather, multiple maps, or random events. Mod support, replay, cloud saves, and multiplayer introduce new requirements; in particular, deterministic lockstep simulation needs stable state, action ordering, and timing. Build the smallest architecture that keeps the current rules testable, and add complexity when a concrete feature needs it.
Package for the platforms you actually support
Use the build tasks generated for the project to package and run each selected target. A desktop prototype does not establish that Android, iOS, or HTML5 builds have identical graphics, input, audio, or deployment behavior. libGDX supports multiple backends, but each target still needs its own build and device testing. Keep the generated Gradle configuration and target requirements as the source of truth.
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