Dawn of Envy Back In Progress.

Posted by Glen on Sept. 28, 2008, 9:14 a.m.

Dawn of Envy

I'm reviving my Dawn of Envy game which is an RTS that takes place in ancient times. The one thing that bothers me most is how common it is to other games and how much influence other games are becoming. There's not too much that hasn't been done before. In my opinion all I can do is implement something "better" than someone else has done in the past. It's something I can't get off my mind. Every RTS game I've played (created by Game Maker) only differed in smoothness of controls and graphics. At the moment, my revival demo of Dawn of Envy reminds me alot of Ancient War in a sense of graphics. I plan to adjust them and try to give my graphics a more unique look. I don't want the game to be known as a rip off of some other game. So, I'm brainstorming ideas on how to separate my game from other RTS games made with Game Maker.

Here are some of my ideas in features:

    * Food (Requires farming and hunting) * Alliances (Make peace treaties and share resources) * Training (All village and military units can progress and enhance their abilities through repetition of doing their job (ex: gathering gold and lumber for a long time makes a village unit mine and chop wood faster). * Wild Animals (For hunting and random attacks on villages) * Ships (Fishing, transporting, and attack ships) * Research and Development (Obtain upgrades for units that enhance their stats and overall ability) * Heroes (Summoned military units with special abilities and superb stats compared to the average unit)
AI Features:

    * Communication (What one ai unit has seen can be passed to other enemy units and therefore giving them ideas of how to avoid detected traps. For example, you have created a defense tower. A group of enemy warriors spot it in their ambush but only one survives and flees back to their village. That particular enemy can pass the information of where the tower is located so they know to make a new approach to your village, enhancing their odds of successfully damaging your village.) * Lure (Enemy sends an army of warriors to a particular location and sends only a handful to your village. The few that went to the village make a hit and run and lead you to the army.
Graphics can be enhanced with:

    * Fog of War * Shadows * Animated landscape effects (trees blowing, bushes wave slightly in the wind…etc.) * Mini-map with clicking functions and fog of war to hide unknown areas. * Building effects (Chimneys with smoke coming out, windmills spinning, lights turning on and off to show that someone living in there and moving around. )

I hope to get these implemented into the first demo of the new Dawn of Envy. I'm trying to increase the gap between the average RTS in Game Maker and mine. Every little thing helps. From the puff of smoke in the chimney to the artificial intelligence that knows how to communicate and plan. My main focus will be the environment that you're presented to and the AI communication and planning features.

Comments

dront 16 years, 2 months ago

Sounds nice. I hope there will be different personality Ai's. I mean those who's very friendly and those who wants to be enemies with everyone.

And those who goes for food and those who goes for weapons.

Evilish 16 years, 2 months ago

I think the entire aspect of RTS right now is starting to shrink, theres only so much you can do with 'lots of people are fighting against each other'. There has to be some kind of mold-breaker to get your game to really shine these days.

Though meh, getting sorta back on topic, heres some advice I always liked in RTS games.

No super weapons

No toughened defensive buildings (walls should take longer to build, turrets should be easily destroyed, keeps the battle going unit vs unit)

Glen 16 years, 2 months ago

Doduced, I know exactly what you mean. In fact the ai should be able to do that. I think it would seem more realistic to have ai's with more options. That way you're never up against the same enemy.

Evilish, it's tough. But, I believe that's how all games are becoming these days. As time goes on we see more and more of the same games being created. Competition gets tough. As for the super weapons, my game is pretty much all swords, bows, and some magic. I hate using guns in my game and hate weapons/attacks that do one hit kills. I like the brute force of two guys bashing the hell out of each other for a few seconds, lol…. As for buildings, almost everything is made of wood in the game so I've designed buildings with low defense rates.

SquareWheel 16 years, 2 months ago

Change. Your. Font.