Coding a Game with Replit
The Story of a Greenhouse Game In Progress
Sometimes the best ideas come from staring into the void and thinking, “What if?” For me, that void was a combination of my love for plants, a fascination with space (Mars), and a sprinkle of wanting to create something unique—something that lets people play, explore, and connect with the beauty of growth. Enter the concept of my greenhouse gardening game, a passion project that’s growing (quite literally) beyond its digital roots.
Let me take you through how this journey began, the challenges we’ve faced so far, and what’s coming next. Spoiler alert: it’s been an adventure full of coding, creativity, and a few frustrations with graphic design.
The Seed of an Idea
The idea for the game first sprouted from my deep connection with nature and my curiosity about humanity’s future on Mars. I’ve always found solace in plants and gardening, and after exploring the idea of life on the Red Planet, I thought, “What if we could simulate what it would be like to create and sustain life on Mars?” - I’m looking at you, the movie, The Martian.
But this isn’t just a “space garden” game. It’s about strategy, creativity, and resource management. Players start with a small plot of land and the ability to grow just two plants at a time. As they sell produce and seeds to other Martian colonists, they’ll gather resources to expand their greenhouse, unlock new plants, and face unique challenges like Martian dust storms and fluctuating temperatures.
The core mechanics are simple yet rewarding:
Plant seeds in clay pots.
Harvest crops before they expire.
Trade Martian stones as currency to expand your greenhouse.
It’s a mix of relaxation and strategy, where you’re always working toward the next milestone but never overwhelmed by the gameplay.
Coding the Dream
Now, let’s talk about the nitty-gritty of bringing this idea to life. I started building the game on Replit, a fantastic platform for coding and prototyping. Replit’s collaborative tools and accessible interface made it easy to dive in, even as someone who isn’t a seasoned game developer. I’ve been learning Unity on the side to eventually bring the game into a 3D space, but for now, Replit has been a great place to lay the foundation. If I can get some of it coded and working, I could hire a game designer for a lot less money and time on their end.
One of the biggest surprises was how quickly the basic mechanics came together. Within a few days, I had a simple prototype where players could plant and harvest crops. But then came the real challenge: design.
The Graphics Hurdle
Here’s where things get tricky. Replit is excellent for coding, but let’s just say it’s not winning any awards for graphic design tools. I’ve been leaning on Fiverr to commission 3D models of plants, and while the artists I’ve worked with have been amazing, translating those models into a cohesive game design has been… interesting.
The challenge isn’t just about making the game look good—it’s about making it feel good. Players need to instantly understand what stage their plants are in, how much time they have before expiration, and what actions they need to take next. Achieving that level of clarity with limited resources has been a puzzle I’m still piecing together.
One thing I’ve learned: never underestimate the power of a well-designed user interface (UI). A clean, intuitive UI can make or break a game, and I’m determined to get it right. The current iteration is minimal but functional, with point-and-click interactions for planting and harvesting.
Future updates will introduce weather effects, soil types, and other variables, but for now, simplicity is key.
Growing Pains (and Gains)
As with any creative project, there have been plenty of moments of frustration. The first big hurdle was balancing realistic plant growth timelines with gameplay. In real life, lettuce grows in weeks, but no one wants to stare at their screen for that long waiting for a virtual crop. I’ve settled on a range of growth times: lettuce matures in about a minute, while corn takes closer to 30 minutes. Expiration timelines are generous, too, so players can step away and come back without losing their entire harvest.
Another challenge has been designing the cross-breeding system. In the future, players will be able to create hybrid plants with unique traits. This mechanic adds depth and replayability, but it’s also a logistical nightmare to code. How do you balance the randomness of seed yields with the satisfaction of discovering a rare hybrid? It’s a question I’m still answering, one line of code at a time.
But for every challenge, there’s been an equally rewarding moment. Seeing the first version of the greenhouse come to life, complete with pots and tiny seedlings, was exhilarating. Watching friends and family playtest the game and get excited about expanding their virtual gardens has been even better. It’s those moments that keep me motivated.
Integrating Crypto and Decentralization
One of the most exciting aspects of this project is our plan to make the game a decentralized application (dApp). By integrating Ethereum, we aim to bring a new layer of ownership and community engagement to the game. Plants and seeds will be represented as NFTs, giving players the ability to truly own their in-game assets. Imagine growing a rare hybrid plant and having the option to sell it on a marketplace or trade it with another player.
The possibilities are endless.
But it’s not just about the technology—it’s about education. The world of cryptocurrency can be intimidating, especially for newcomers, so we want this game to serve as a gentle introduction. Through gameplay, players will learn about blockchain, smart contracts, and digital ownership without feeling overwhelmed. Think of it as a gamified crash course in crypto, wrapped in the cozy setting of a Martian greenhouse.
If kids are able to understand how to use cryptocurrency before they are old enough to actually do much with it, it has the ability to change their adult life.
Teaching people about cryptocurrency in a practical, hands-on way is a big part of what makes this project special. It’s not just about growing plants; it’s about growing knowledge and curiosity.
What’s Next?
The roadmap for the game is ambitious but exciting. Here’s a sneak peek at what’s coming:
Rare and Ultra-Rare Plants: Beyond the initial set of crops, I’m introducing tiers of rarity, including hybrids and ultra-rare plants that require specific breeding combinations.
Decentralized Integration: I’m exploring the possibility of using Ethereum to create NFTs for plants and seeds. Imagine owning a one-of-a-kind digital sunflower that’s uniquely yours! Thinking that some of the common ones will have something like 10,000 NFTs where the rare ones more like 100.
Dynamic Environments: Future updates will include weather effects like Martian dust storms, temperature fluctuations, and resource scarcity. These challenges will test players’ strategic thinking and adaptability. This will take a lot of time to work out, and is years down the line honestly.
Community Features: I’d love to add multiplayer elements where players can trade seeds and resources or collaborate on greenhouse expansions. This will help the NFT part of the game and show people how trading works.
Educational Content: The game will also include tidbits about real-world gardening, sustainability, and cryptocurrency, because who says learning can’t be fun?
Lessons from the Journey
If there’s one thing this project has taught me, it’s that game development is as much about perseverance as it is about creativity. There have been moments when I felt stuck, unsure of how to move forward. But each hurdle has been an opportunity to learn and grow—not unlike the plants in my game.
Replit has been an invaluable tool for getting started, but I’m excited to transition to Unity eventually for more robust development. And while graphic design remains a challenge, the support of talented artists and the feedback from early playtesters have been invaluable.
Why This Game Matters
At its heart, this game is about connection—to nature, to the idea of growth, and to a vision of what life could look like beyond Earth. It’s a reflection of my own journey, both personal and professional. And I hope it will resonate with players, offering them a sense of calm, curiosity, and accomplishment as they build their Martian greenhouses.
So here’s to the next chapter of this project. It’s a long road ahead, but every seed planted—both in the game and in development—is a step closer to something amazing.
Stay tuned for more updates!!!