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.