Hello everyone and welcome to the Salt the Earth devlog. I'll be posting here as often as I do on the
website, and on the
IndieDB page. Lets start by explaining what this game is and how its played. Salt the Earth is an RTS except:
- There are no buildings to construct.
- There are no resources to gather.
- There is no world map or campaign mode.
Salt the Earth takes place in a fantasy setting. A place where the different races of the world battle against each other for supremacy. Currently there are five races (Humans, Orcs, Undead, Demons, and Dwarfs) with 41 playable units, and 114 unique abilities. The only game mode is a multi-round deathmatch mode where players customize their units, select their units in loadout mode, and then fight to the death in a best of 3 rounds match.
FeaturesSTE also lists some other interesting features:
- An auto-balance system: players vote on unit balance (more on this later).
- Dedicated server hosting. No P2P nonsense.
- No same-race match-ups EVER (not even in 2v2).
- Loadout mode will always be draft mode (giving players a chance to respond to picks).
- Hard caps on units to prevent cheese and unit spamming.
- No in-game monetization . The game model is premium, with a flat cost.
- Ranked gameplay on day 1 of launch.
- Seasonal ladder competition.
Technical InfoI've been working on this game (as of this post) for 801 days. I do pretty much everything on my own, with the exception of some freelance artists, and my girlfriend (who helps me with marketing and outreach). The game is built in Unity (5.5.5) and uses UNet for its networking.
Road MapThe goal is to release the game for a flat price on Steam, in late 2019. After release, I'd like to continue developing the game and releasing DLC race packs (at a very low cost) for another 2 to 3 years after launch. That post-launch period will also give me time to adjust the auto balance system. Let me explain.
The Auto-Balance System
For as long as I've been playing multiplayer games, I've been upset with balance. I've been bothered by out-of-touch developers making huge changes to core game elements on a weekly basis, and playing whack-a-mole with the nerf-hammer.
My solution is to let the players balance the game. What I want is for every player to be able to cast their vote on which units should be nerfed/buffed at the end of every match. This feedback is scaled by the players rank, so that those players who perform best will have a higher impact on game balance than those who are newer and less experienced. I expect some of this will need additional clarification, and I look forward to your questions.
More Info About the GameA complete breakdown of all units and all abilities with up-to-date stats can be found over on the website on the game page. Here's a preview of what you'll find:
Social Media
This is my least favorite part (marketing), but you know how it is...
The Future of This DevlogI'll updating this devlog with new content whenever I have anything to show, as well as when I make big posts on the website or IndieDB. I'll be checking this thread daily (often hourly) to answer to any questions anyone has (pertaining to the game, or the technical stuff its made of). I'll also be participating in other threads here on TIG. I know I have a lot to share, but I also hope that I can learn some new things here as well.
Thank you for taking the time to read this introductory post, and I look forward to reading your comments and questions. If you have a game project of your own, I wish you all the success and luck. Just take it day by day, that's what I do.