EiR_TD

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About EiR_TD

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  1. [color=rgb(51,51,51)][font='Trebuchet MS'][size=2][font=inherit][size=1] [/font] [/font][/color] [color=rgb(51,51,51)][font='Trebuchet MS'][size=2][indent=1]We continue in detailing the mechanics of the turn based management game component by analyzing what happens, step by step, with the start of a new turn.[/font][/color] Refresh effect of already occurred events, Apply events that were determined during the previous turn Evaluate food effect (abundance, starvation, effect on happiness and population) Evaluate province stability (chance of increase or decrease in rebellious activity) Chance of rebellious activity increase : (100-(Authority/2)-(Happiness/2)+Province modifier(province innate modifier)+Neighbors modifier) Each neighboring region owned by the player has a bonus of 3, by the enemy a malus of 3, by the rebellion a malus of 1. Determine increase or decrease in rebellious chance If increase : Rebellious activity +=Random(1-5) If decrease : Rebellious activity -=Authority/10; Determine the occurrence of Rebellious events in the province (Random roll 1-100 and compare with the Rebellious activity value) If roll>rebellious activity then no event occurs. If roll
  2. Empires in Ruins - Blast from the past

    Thanks Alan, for sure we will! Cheers!
  3. Empires in Ruins - 2nd Generation

    The latest screenshots and concept art from the latest version of Empires in Ruins
  4. Hello guys, after a huge break from writing here we decided to start again. A lot of things happened in the while: we went through a Kickstarter and failed it, we expanded our team, we made new friends and lost some old ones along the way, etc etc. But what is relevant for this journal is that we never stopped progressing with the work on our Empires in Ruins. Not even for a single day. Before moving on with the posting, as we disappeared for so long, a summary of the past and present of EiR is probably due and useful (and hopefully also interesting), so here we go! [color=rgb(51,51,51)][font='Trebuchet MS'][size=2]Empires in Ruins now celebrates its third year of life since the first time it was born in Emiliano's and George's mind as the remote idea of making a game together.[/font][/color] [color=rgb(51,51,51)][font='Trebuchet MS'][size=2]How did it begin? Well, that might sound interesting, the first idea was a Motorcycle Club Simulator, then during the brainstorming process it became somehow a fantasy based tower defense. It was our first attempt at making a game together, and in the beginning much (if not most) was about learning. Learning game design, Unity3d, assets creation, teamwork, etc etc.[/font][/color] [color=rgb(51,51,51)][font='Trebuchet MS'][size=2]The first version of Empires in Ruins was in 3d. We moved quite further with the development in the first months (of course with the euforic energy of the novelty, i.e. with not a single line of GDD, and not a clue on where we really wanted to go with the game).[/font][/color] [color=rgb(51,51,51)][font='Trebuchet MS'][size=2][font=inherit][size=1][/font] [font=inherit][size=1]A view of one of the last upgrades of EiR in 3D[/font][/font][/color] [indent=1][color=rgb(51,51,51)][font='Trebuchet MS'][size=2]Then slowly, when the first enemy units were already walking and dying down our 3d paths, the towers could be built and sold, we both got very busy on other projects and we had to put the project in hold for a couple of months. When we went back to it, in the beginning of 2014, we made some considerations:[/font][/color] [indent=1][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2]1) Making a competitive 3D game for a 2-man team of gamedev beginners was madness. 2) Was 3d any useful for the gameplay? Did that additional rotation and movement freedom give any real benefit to gameplay? In truth not.[/font][/color][/font][/color] [indent=1][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2]Exactly at that time unity came out with the new 2D toolkit, so it was definitely a sign that a change was due. We then decided for pre-rendered sprites out of 3d models made by George and to give the whole game a perspective-non perspective look (an ortographic topdown with 60 degrees camera angle to have a better view of buildings and units look).[/font][/color][/font][/color][/font][/color] [color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][font=inherit][size=1][/font] [font=inherit][size=1]The very first screen of EiR in 2D[/font] [font=inherit][size=1][/font] [font=inherit][size=1]The first semi-working version of EiR in 2D[/font][/font][/color][/font][/color][/font][/color][/font][/color] [indent=1][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2]While working on the TD engine, paying a huge amount of attention to every single detail (only to make the faked perspective trajectory of the arrows looking as nicely as we wanted, Emiliano (notoriously a details freak) spent something like 16 hours on it to fine tune it), we began designing a crazy thought we had: Tower Defense games almost always follow a straight "one-map-after-another" pattern. What if we changed that? What if we used TD maps to fight battles on a strategic map that had the player manage and tame the conquered provinces to avoid losing them again to rebellion or to the enemy?[/font][/color][/font][/color][/font][/color][/font][/color] [color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][font=inherit][size=1][/font] [font=inherit][size=1]The first version of the main map and the current one[/font][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color] [indent=1][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2]And that's what happened. Such a structure needed a story, and a story need a main character. We didn't want a hero, we wanted a failure of a man to lead the plot, but with at least some interesting features that would have made him attractive and somehow familiar to the player.[/font][/color][/font][/color][/font][/color][/font][/color][/font][/color] [indent=1][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2]And Sgt.Heimer was born. Half-drunk, ill-mannered, unruly, and sent in a punishment assignment to tame the rebellious provinces in the Western Marchers of the principality. To say that we created for the game would be wrong, Emiliano has been writing a Fantasy book as a hobby for a few years, and that's where the whole setting comes from. The game takes place 25 years before the book, with a much younger but already pissed-off Sergeant Hans Heimer (That in the book is otherwise a marginal aged character).[/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color] [color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][font=inherit][size=1][/font] [font=inherit][size=1]First sketching of Heimer by our illustrator Giacomo[/font] [font=inherit][size=1][/font] [font=inherit][size=1]The latest conceptart about Heimer, by Giacomo[/font][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color] [indent=1][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2]From there on we keep evolving and developing. The game still needs a lot of work, but we are now integrating some new members in the team in order to speed up the production without losing quality.[/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color] [indent=1][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2]If you manage to do it, try to take and store screenshots all along the progress. The satisfaction of making such comparisons as the one in this picture below is huge. It really gives additional motivation to our work and a pushes us to move on with renewed dedication.[/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color] [color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][font=inherit][size=1][/font] [font=inherit][size=1]A three steps evolution of the combat map look and UI in one year of hard work.[/font] [font=inherit][size=1][/font] [font=inherit][size=1]A current view of the Village provinces control screen WIP[/font] [font=inherit][size=1][/font] [font=inherit][size=1]A current view of the Town provinces control screen WIP[/font][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color] [indent=1][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2]You can even already vote for it on Steam Greenlight, and our aim is to get it ready and public by december 2015.[/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color] [color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][font=inherit][size=1][/font][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color] [indent=1][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2](I want to point out, that this deadline comes second after the quality of the product. There is no point in publishing quickly something incomplete or faulty, so if need for more time arises, we will take more time. Quality and features are something that we will NEVER EVER sacrifice.)[/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color] [indent=1][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2]Cheers! Emiliano, H&R[/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color] [indent=1][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2][color=rgb(51,51,51)][font='Trebuchet MS'][size=2]EiR on facebook EiR on twitter[/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color][/font][/color]
  5. Thanks Alex, that's mutual because we are Sol Ark fans! ;) Thanks for the nice words about Empires, cheers!
  6. Hello guys   after months (almost 18) of development, we are taking our game fully out of the closet and to the public eye by launching a Kickstarter campaign and publishing it on Steam Greenlight   Empires in Ruins is our novel (i often hate when people use "novel", but i think it is novel) take on Strategy, Empire Management and Tower Defense (don't be scared by the tower defense definition, take a further look!)     Quell a rebellion; conquer, fortify and improve regions, handle diplomacy, beware of betrayal and fight your battle in Tower Defense style. We got gameplay (tower defense maps encapsulate a lot of RTS elements as well), we got plot, we got character. We are spending body and soul in this game, we think the passion for it should be visible.   Take a look at our Kickstarter page, it also features a link to a playable single map alpha and the link to our Greenlight as well.   https://www.kickstarter.com/projects/2052945130/empires-in-ruins-grim-battles-in-a-corrupted-world   We're extremely proud of what we are doing, we hope you will fell the same!     Cheers, H from H&R Games, Tallinn (Estonia)
  7. A couple of #gamedev touches more and the special abilities are rockin´n´rollin. #indiedev http://t.co/u5jVROSQFr
  8. What better than our #SoundCloud OST http://t.co/ZRC7VbHc8p while packingfor an inspirational week at the North pole? #indiedev #gamedev
  9. quick #screenshotsaturday summarizing the main @EiR_TD gameplay scheme. temp graphics but furious #indiedev #gamedev http://t.co/U33aUMbWoI
  10. With temp graphics but 90% implementation,the archery-based towers got their #indiedev special abilities on #gamedev http://t.co/aQtj7l0qk2
  11. Empires in Ruins

    Our TD game, currently under construction. By taking care of details to an almost paranoid level and merging RTS, RPG and TBS elements into the traditional TD game, we aim at achieving a robust complex and interesting game with a strong engine and appealing plot.
  12. RT @ChainsawGames: Jade started working on some unlockable characters for #KnightSquad. I present to you the Dark Knight! #gamedev http://t…
  13. A quickie on the new dynamic #GUI for #screenshotsaturday. Getting that GUI to behave took some #gamedev pain though! http://t.co/njtCEJkakB
  14. http://t.co/Hbfmtf4DGb one more time.'cause we already love it.#indiedev this is the spirit of Empires in Ruins!#gamedev pride #OST #metal