Zyrtuul -- a real-time strategy game.
Hey all. I've been working on a real-time strategy game for a while. It's still in the very early phases, but is starting to look decent so thought I'd post some screenshots (actually, linking to my blog instead so I don't have to re-upload them).
http://damienclassen.blogspot.com/2013/11/new-real-time-strategy-game.html
http://damienclassen.blogspot.com/2013/11/new-real-time-strategy-game.html
Comments
Zyrtuul... Is that a Starcraft Protoss name? Is it a Starcraft fangame?
The electricity could use more colour I think; it blows out to white really quickly. If you're not using premultiplied alpha that uses the alpha channel to switch between blended and additive modes, I highly recommend it! It lets you keep your fx from blowing out to white, even in bright environments, while still making them glowy. :)
If I use art that I purchased I will not be able to release it since the license agreements tend to say things along the lines of 'you can use this in a finished product but not release it by itself' (something to that effect). I started off using C++ with DirectX9 but eventually I got fed up because I was spending more time building the engine that I was on getting anything else done. So I decided to switch across to Unity to speed up the process (significantly). I code in C# (Javascript isn't for me). I ended up converting a bunch of my old C++ code to C# (had a few issues due to C#, despite its nice base library, not providing some of the things that C++ STL provides, such as a priority queue).
I actually wrote the basis for a real-time strategy game waaaay back in about 2006 so I dusted off some of the cobwebs off that and re-used some of the code (mostly the path-finding). Looking back at old code is always an amusing experience (some of it is awful by my current standards!). That's a tough one to answer, mostly because I haven't actually been working on it for that long (a few months in my spare time), but at the same time I have an enormous collection of old dev projects, so I get a huge amount of code re-use (for example getting path-finding in took me a day, but only because I re-used old code that took much, much longer to write and perfect in the first place). Also, I code a LOT (will get sucked into it until 1am and wake up at 5am to continue for a few hours before going to work) -- my eyes are actually suffering for it :P Haha! A friend of mine said the same thing (you're thinking of the Protoss character Zeratul, I think). I was actually inspired by Starcraft (was playing Starcraft 2 a fair bit when I started on it), but I never explicitly chose the name based on that (well, not consciously). It's kind-of a placeholder name -- think I might have to change it to get rid of the Starcraft association. Initially I was going for a Starcraft feel but it seems to be veering more toward a Command and Conquer feel.
I've also gone a bit far with the brightness of the lights and the specularity (those helicopters look like they're emitting the light of a million suns).
The particle effects will need a lot of work as well (they're passable at the moment, but I've seen way better).
Eager to playtest it!