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About this blog

game content for unirule.

unirule is a browser game created with three.js and node.js


Entries in this blog


Welcome GameDev, here we are, finally.

What I’m attempting to create is a strategy game unlike any-other I’ve ever played or anyone in my immediate social circles have ever played. What is yet to be determined is if it’s actually going to be any fun. I’ve got a lot of, what I think are, novel ideas and am curious to see how it will all play out.

If you’re unfamiliar, the project I’m working on is called unirule. It’s a global strategy game involving 50+ players. The beginning of the game takes place during early human settlements. The world will be home to thousands of simulated people called simulin. Your goal in this game will be to gain majority influence over all simulin.

The goal of this blog-series will be to explain further details about specific game elements. In this specific entry I will give a brief overview of the four main components of this game. I will then write a blog entry for each of the four main classes a simulin( simulated person ) can have at the beginning. I haven’t the foggiest idea how long this endeavour will take, could take 6 months, could take 6 years; however, what I can say though is by the end of this blog series you’ll have a full understanding of just how this game will work.

Now, I’ve got some questions for you( rhetorically ):
- Do you enjoy the Civilisation series?
- Do you enjoy the SimCity series?
- Do you enjoy MMO Browser games such as OGame, or Zelderex?
- Do you enjoy 4x strategy games?

If you answered yes to all of those questions then what I’m making is meant for you( and you should subscribe  ), if you enjoyed two or three then you’ll want to stay posted, otherwise this project may not be your cup of tea( just saying ).  
The most important asset you’ll acquire in unirule will be simulin. Each simulin will have 5 slots of influence available to the worlds players. Once a player has acheive influence over 3 of those 5 slots they will gain majority influence over that single simuin and their over-all Influence Counter will increase by one. If there are 5000 simulin in the world, a player must gain influence over 2501 simulin to achieve victory.

The simulated economy in unirule will be backed and bench-marked by the man-hour. All initial value will be derived from the number of man-hours it takes a specific simulin to complete a specific task. Of course no two simulin are alike and a simulin’s notion of ‘value’ is entirely relative. All actions you assign to simulin will require a certain number of man-hours to complete. And of course there will exploitable sources of man-hours such as animal-power, harnessed energy, and slaves.

With fear and awe you’ll challenge other players. The outcome of battles will be determined long before the first strike. The first to flee will taste defeat and those who rise to the occasion will have their spoils. Intimidation will come with training, moral and honour; however, one can choose to be ruthless and remove simulin from the simulation.

The more socially organised and well defended players will acquire prestige. Word will spread of the Monuments, oral-traditions, and wealth of your people so as to attract others. Prestige will influence how successful you are during negotiations and how easy it will be to have demands met or awe and wonder through generosity.  
So there you have it, an glimpse into the game I want to make and have given so much thought to. There is much more to explain, specifically what the player will actually do. I’ll be explaining in further detail how the players will play this game when I explain each of the four main classes.
If you’re at all interested in the technical underbelly of the framework, I have another blog series called unirule:framework. In it are more details about the logic and coding that supports this game but not so much the actual game-play. Updates to that blog will be done each time there are additional features added; however, they will be less frequent now as I’ve changed focus to the actual game.

In my next blog in this series I will introduce the Farmer and explain in full detail what the player can do with their farmers. However, there is a ton of programming to be done so it may not be for some time.

Ultimately, in the end I want the four bases classes functioning and have game sessions involving
multiple players to see how this all works. And if in the end it lacks, so be it...

I will haven taken my crack at it. 😄



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