Hi guys!
Since October 2011 we (me and
Philip Barker) have been working on our debut title
Uproot (
website). This started up as a simple TD game early this year, and is now slowly expanding in scope and growing more and more RTS elements (read: feature creep).
At the core, this is a TD game, so you stop waves of baddies coming at you. We implemented a tower system, where you start with 4 base element towers (earth, fire, water, air) and further transformable combinations thereof. We're trying to get these as unique as possible, so each tower has certain functions it can perform (instead of all just firing slightly differently colored projectiles). See the video below for an example.
The story (so far)
We dreamed up a world, where four kingdoms (earth, fire, water, air) are each holding a portion of the world's land and certain trade resources and are at a constant struggle. The player begins as a guard captain that happens to oversee the neutral marketplace, trading and meeting zone between the four kingdoms; but is really just a pawn for the wealthy kingdom representatives. The world is slowly falling apart (basically, they mine too deep and too greedily), but no one takes initiative to change anything. After all, several millennia old, bureaucratic, disorganized kingdoms split into factions and houses within can hardly work together to save the world. An outside push is needed.
Conveniently, some crazy fanatics attack the neutral marketplace city, and this uproots the status quo by awakening a previously dormant flying island that the inhabitants have long forgotten about and built the trade city around. The island "decides" to restore world peace by questionable methods (which according to legend, happens every few thousand years once the kingdoms go out of control). The player gets to control and upgrade the island buildings (that it took with it when it uprooted; thankfully the pub is there) and to fly it to the mission locales. Each locale offers different challenges and rewards, and the player has a choice of what to do with the conquered territories.
The world inhabitants are called "peewees", and are worm-like tall blobs that each belong to a certain element's race. "Wacky" (but explainable) is the word we try to keep as our core principle. We have a few ideas we will do, but we'd like to hear your impression/ideas too.
You can see an alpha gameplay preview
video at
.
ProgressThe progress for the very beginnings can be seen at my
DevDiary/blog. What we have now is the result of endless iterations of different mechanics.
EngineThe game engine is mostly done, and any further improvements use the existing platform. It's isometric, with some clever tiling and arbitrary object positioning. There are various levels of detail on this in my devdiary.
Towers and resource collectorsWe currently have 14 towers (4 base element ones, 8 transformations, and 2 even further transformations). We are expecting to add an upgrade system and further conditional unlockable improvements. We also have a resource collection system, where towers require the corresponding element(s) to work or be built in the first place.
StoryWe have come up with the larger parts of the world's story. Ultimately, we want non-black-and-white decisions that the player takes for their own benefit, benefit of the world, or certain factions that often offer and promise bonuses to the player. In the end, you may be given a few end-game choices based on previous decisions, each with their own trade-offs.
ArtPhil's been busy trying to do all the things needed - tiles that tile, props that fit, towers that shoot, mobs that have animations, etc.; each requiring a slightly different approach. But "we are getting there".
Music and sound effectsWe have a couple noises and free tracks in-game, but this part will need some love very soon. Any sound effect experts willing to work for free are welcome to
contact us.

Last 20% (polish)
I just hope everyone is slightly exaggerating about last 20% being 80% of work...
If there is interest, I will post more updates here, though I primarily semi-occasionally post on my
devdiary.
Thanks for reading,
Rudy.