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Structura devblog report


aiaf

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A progress report on Structura

 

First i want to say im glad i choose Leadwerks engine, easy to use and freedom to choose how you develop.

 

 

This will be a single player rts game, is a long term project (written in c++, 11k lines of code at moment).

 

Have some ideas that will differentiate this game from others:

Game is controlled by a command line and some kind of rudimentary ui.Will see how far i can go with this, its around 100 commands implemented at the moment.

I added game persistence on disk, want to have a persistent game world that wont restart, your actions should have consequences.Dont know if this would be feasible but i will try.

 

You start with a unit that can have components attached to it and other units.

Components that can be built:

 

socket, tunnel, battery, unit, power_plant, logistic_center, recycler, mine, accelerator, platform, armor, barrier, standard_adapter, fortress_adapter, recon_adapter, deathstar_adapter, jump_drive, scanner

 

A big part already have some kind of gameplay attached to them.They consume resources when built.

Resources can be transfered from unit to unit etc.

Code for building units/components is done and well tested you can build a potential infinite graph of this things if you have resources.

Its some kind of limited minecraft.

So far i dont know what will be the performance implications, i just go with it and will try some optimizations later.

 

On the art department its not good, i use Model::Box :) , have to make time to learn blender, but i will not use textures it takes too long and i better use time for more gameplay.

 

Video:

 

Any feedback is welcome, i know it seems i went overboard with this :) but im making a game i would enjoy playing , if others will like it at some time will be a bonus.

 

Regards

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Have been looking forward to someone making an RTS with Leadwerks.

I'm not sure I understand this game. Correct me if I'm wrong but you start with a base then typing in commands you expand this base to gather more resources to make your base bigger. So where is the challenge for the player. Will there be enemies or is it finding resources that provide the challenge.

I dont mean to sound negative, and it looks like you have put a lot of work into what you have done so far, I'm just not understanding the hook for the player.

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You pose valid question

I want to keep the economy management minimal, this will be a war game.

Have to finish the story but this base is actually some kind of creature, there will be factions of enemies.Universe will be inhabited by this creatures no humans around.

 

Challenge for the player will be to survive.You will start in a war zone and need to escape at all costs.You will simply not have the time to build up.

 

Some kind of warp/jump mechanics, there will be a timer until you can activate the jump drive that i hope will create some tension.So you'll have the chance to defend or attack weeker targets.

 

Also the fighting gameplay should be intreasting in itself i plan on having only missiles as weapons.So will be lots of missiles/explosions flying around.

 

When a jump is executed there will be a early warning from the sensors, so you can launch missiles attacks or just go out.

Also some kind of trap that will not let you jump away.

 

Hope this fighting tactics will be interesting enough.

So much work to do.

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