Devblog 4 : Forts

Instead of building a base, players create forts.  Forts are composed of modules, and each module provides the fort with a unique advantage, such as unlocking things to build or increasing construction speeds.  Each fort is independent, and provides its own resources, energy, and technology.  Players can easily choose which floor to interact with by using the mouse wheel.

Players can expand an existing fort, or build a new fort.  New modules extend the fort.  New forts can only be created by first making a building block.  This can then be picked up by a unit, and deployed somewhere else.  Be careful!  Enemies can steal unguarded building blocks.

Forts and modules cannot be destroyed.  They must be captured or disabled.  Bringing a unit to a hostile fort’s console will initiate a shutdown timer.  When this timer expires the module will not be able to be used by anyone.  To reboot the module, a friendly unit has to be brought to the console.

Devblog 3 : Terrain Mode

Terrain Mode is an important and unique part of the design.  The player can purchase tiles in real-time, which modify the map.  How you build it is up to you, terrain building is an integral part of your strategy.  You can create ramps leading up or down, walls, and special tiles which do things like slowing down movement or obstructing vision.

The player is forbidden from making inaccessible terrain, and can easily “paint” many tiles by holding down the left mouse button.  If you make a loop it will autofill the interior.  Players are restricted to modifying terrain on their part of the map.

The system is quick and easy to use, allowing the player to toggle between normal and terrain modes by clicking the middle mouse button, as well as rotating ramps using the middle mouse button.


Devblog 2 : More Updates?

It has been a while since the first blog entry!  I’ve been busy with personal stuff and development.  But don’t worry, there will be more blogging from now on.  Part of the reason for this is that a lot of work has had to be done to overhaul core systems, which is unfortunately very technical and not particularly visual.  Programmers; especially games developers, often rush to get something done, and in doing so don’t often create the most wonderful code ever first time.

I’ve been working on networking, units, modules, UI, and terrain systems, making sure the code behind the scenes is as good as it can be.  This will help speed up development in future. Networking code has been by far the most difficult challenge, and there will be more on that later.

Next time I’ll be demonstrating the terrain system, which allows players to create the map as they play the game.

Devblog 1 : Introducing…

Do you ever feel like a dog in a space ship?  I’ve never written a development blog before, so I feel a bit like that right now.

My name is Richard Eyre-Pugh, and I have a plan.  For the last two years I’ve spent a lot of time working to lay the foundations for a new and innovative RTS game.  Unfortunately it doesn’t have a name yet.

… Names are hard.

What makes this game special?  What will it bring to the genre?  Gameplay will be familiar to anyone who has played a RTS.  Players build a base, collect resources, create soldiers, and command them to victory.

I will demonstrate and explain features with this development blog, but for now here is a list of what’s to come.

Multiplayer From Conception

The game will be primarily multiplayer, and will support play online and via LAN.

Arsenal of Choice

Twenty unit types, each with distinct strengths and weaknesses.

Steal Enemy Equipment

Weapons can be purchased, and units can pick up and drop them.

Projectile Rich Environment

Units must see targets to shoot them.  Projectiles are stopped by walls, and can overshoot or pass through targets.

Three Dimensional Warfare

Manually command your units to move up and down stairs, shoot out of windows.

Modular Forts

Each fort can be expanded by creating adjoining modules which provide unique functionality.

Independent Production

Each fort generates its own resources, energy, and has its own technology level.

Surrender Not An Option

Every module can create at least basic units, so you’ll always be able to try and make a comeback.

Terrain is Your Strategy

Players begin on a blank map and create terrain as they play.