This an early version of my “RTS” game CROWNED. It’s just a prototype, i will add more features, levels, units in the next months.
The idea was to create a strategy-game in which the player has some kind of indirect control of his army. The units should act by themselfes (swarm simulation). The stone swords are the only way to interact.
The style is inspired by classic movies from the 50’s and 60’s like Spartacus, Rise of the Argonauts or The Vikings.
The art style looks incredible! I really hope the title screen is animated, that would be awesome!
Unfortunately I can’t really give you any feedback on the gameplay, because you simply gave us not enough info. But probably you should tweak the path finding of those little guys a bit. It seemed that they fell of the cliffs quite some times.
By the way, the intermission in the trailer was hilarious
Yeah, we’ve been doing the Unity Awards since 2007 every year in line with Unite. This year is no different and we hope to announce the submittal/nomination process for the 2010 Unity Awards very soon.
For the art design, i’ve watched tons of old and new monumental movies. Maybe some has seen movie references like the scene from “300” in the title screen. And sorry Inkognito, the title isn’t animated, this is one of the last tasks
To support the “movie”-look of crowned, i’ve implemented camera position, just to watch the massacre. Every unit has also a name and everyone who get killed is listet at the end of a round. Like in a movie credit and also to honor these brave soldiers
I’m looking forward to finish the game until the unity game awards.
PS: I’ve just finished the homepage: http://www.gfalk-games.com/crowned/
Some texts aren’t translated in english yet, i will do this in the next days.
The site fits the game! Great job, and I’m looking forward to watching the progress on this. Are you by chance looking to release a demo? Or are you keeping a lid on it until it’s done?
It has to be like this, the soldiers are stupid like an old sandwich it’s a gameplay feature. And also a pathfinding system for all the units (up to 500 in this version) had killed the performance. Maybe i will ask Chris Taylor (Supreme Commander) or someone from the Total War guys for help
It’s not just blood, it’s the honor and pride colored by shame sputtering out of their 2D bodies. Really proud warriors have to die like this.
Seriously, they’re just overacting
Actually, i have never really played Darwinia =) Maybe i have to, the mechanics and controls seems to be similar in some parts.
Thanks for the hint ackyth, i’ll search through the web for that video.
And no, i can’t release a demo version, because i developed this for my bachelor exam, the school has the rights. When i get the permission from the university i will upload the prototype.
If you use pathfinding on some units only, then the other units can follow. A leader for example.
So for your A* script, that goes on every leader unit, the other units have follower scripts which do a simple follow.
They could still fall off cliffs, or not depending on how intelligent you make them, however that would give around eg a x10 speed increase
Then finding out how to alter the A* frequency would be useful, that is, if you are using a pre made script, you could find out how to run it only once every so often.
A* is a complex algorithm, each character should not be running it every frame, they should run it perhaps once every few seconds, tracing a new route doesnt need to be done every second unless its some split second shooter game, even then its probably not done this often.
If each map is small-ish (which they appear to be) and without dynamic obstacles, you can quite heavily optimise navigation by doing a pre-process step using Dijkstra’s algorithm* from each source triangle/cell and storing which edge (of the current triangle/cell) the unit needs to cross to go towards each destination triangle/cell. That way you only need a quick lookup to determine which way to go, and so the pathfinding is lightning quick at run-time.
Dijkstra’s algorithm is closely related to A, but is better suited to preprocessing like this because it finds the shortest path from one source node to all destination nodes.