Castle Wars +Projects page

Hi, I am GibTreaty and I’d like to show you a game that I have started working on a few weeks ago. The name of it will be changed later but for now it represents the map that I’m basing the whole game on. In this game you will control units like any other RTS, but the twist is that there is no resource collection apart from kills and the whole point of collecting them is for upgrades. Upgrades will be applied automatically and can range from unit damage upgrades, to armor, to changing your unit type, to spawning defenses for your base.

If you would like to see where I’ve got this idea from click here > Castle Blood
I used to play maps like it years ago on Age of Empires 2 and Age of Mythology.

At the moment the only upgrades are when you get 10, 20 and 30 kills. Each one will upgrade your unit’s damage by 5. I’m working out a different upgrade system so I can make more variety of upgrades. The graphics no where near done and I may even change the theme from Medieval to more along the lines of Multiwinia with simple graphics that don’t require a ton of animation.

Project Page

WebPlayer
- Castle Wars [Alpha]

Screenshots
- Recent

- Old


The link to that page contains projects that I want to let people know about and development updates for them. Right now there’s only Castle Wars.

Current Update -

  • Fixed unit spawner selection
  • Fixed getting multiple kills for a single kill. In the case that more than one unit kills an enemy unit at the same exact time, you would get more than one kill.
  • Changed the upgrade system yet again
  • Changed the music
  • Added a single-unit display UI at the bottom and put the Stop button to the right of it

Next Update -

  • Currently redoing the attack/movement system
  • Adding a squad controller script so groups of units can remain together when moving

To do list -

  • Make the unit spawner destination visible
  • Add shift+right click to set multiple destinations for infantry
  • Fix animation/animation timing
  • Add more sounds
  • Make archers and towers shoot arrows
  • Add more upgrades and units
  • Fix the multi-unit lag
  • Add double-click selection to select same units
  • Add Multiplayer
  • Add a basic map editor (will only allow the editing of upgrades until later)

Changed

  • Upgrade system uses a different method and is now easier to make new upgrades

For testing purposes the upgrades are…
Every 50 kills = +2 Attack Damage
Every 100 kills = +5 Health

At 100 kills = Towers

https://dl.dropbox.com/u/17783172/Castle%20Wars/Castle%20Wars%20Index.html

Very Nice! Only thing is the Camera Control Needs some work, other than that… keep going! = )

What would you recommend for the camera control? I’m thinking it should be more like a standard RTS camera without the moving-mouse-to-sides-of-screen-to-move feature because that has always been annoying in those games imo. I can always implement that anyways if that’s the route I’m going.

Good work so far. Interesting map design too.

I agree about the camera controls. If you don’t like the RTS model, one thing you could do to make the way it currently is a bit better IMO is change w and s to move forward and back, and move zooming to the scroll wheel.

Also, you’ll need a bit of optimization further down the line… it really slows down when there are lots of units.

I’m using Unity’s navigation mesh and having more than around 100-200 makes it start lagging so I plan on lowering the unit count unless I find another option. I’ve tested just having 500+ units on a navigation mesh without setting their destination and the fps is fine, but whenever their destination is set the fps drops.

I don’t mind changing the camera controls to an RTS style control, I planned on changing them at some point anyways.

Edit:
Implemented the RTS style camera and a center-on-selection funciton. Press spacebar to center on selected units.

Added a couple more AI players so it should be more challenging. First time I tested it I got owned with Player 4 having nearly 2000 kills before I died.

Update -

  • Fixed unit spawner selection
  • Fixed getting multiple kills for a single kill. In the case that more than one unit kills an enemy unit at the same exact time, you would get more than one kill.
  • Changed the upgrade system yet again
  • Changed the music
  • Added a single-unit display UI at the bottom and put the Stop button to the right of it

The biggest challenge, I think, will be combating the unit lag. After that the next challenege will be adding multiplayer, then adding minor-modability (adding/changing upgrades on the map). I’d like to have a full-on map editor and let people make maps using unity’s terrain but I’ll have to worry about that later. I wouldn’t be able to do that one though if the new NavMesh update, which let’s you dynamically generate NavMesh, doesn’t let you do it at run-time.

I am keeping a eye on this thread, gameplay can be very addictive.

Really cool idea, i played the webplayer and had fun, keep up the amazing job.

music was annoying other than that i wasted 30 mins playing this.

That right there is some quality music made by yours truly! I needed something that had a bit of rock with a war theme and was completely loopale. Also, you “wasted” 30 minutes? Sounds like you liked it enough to keep going if you lasted for half an hour. Keep in mind that it’s still WIP so there’s no end-reward other than the satisfaction of staying alive and defeating your enemies.

Wow this is so cool I love RTS games! Shame you had to stop because of navMesh :frowning: