Gates of Ruin is an RTS set in a timeline where humans discover space age technology a little too early. The result is weird WW2 vehicle concepts barely held together with the help of magic space rocks.
The game is heavily inspired by Supreme Commander (strategic zoom, large-scale battles, physical bullets, giant units) and Red Alert 2 (a light hearted RTS that doesn't take itself too seriously). I'm working on this by myself, mostly for fun rather than profit. The game supports multiplayer, with a single-player campaign planned for later. The game is written from scratch in C++ and OpenGL.
This project is in its early stages and is not the prettiest, but a first devlog has to happen at some point!
Below are the most interesting bits about the game:
ResourcesIn Gates of Ruin, there is only one resource: Magical Space Rocks ("Pyonium"). Space rocks need to be mined and transported back to a refinery to become useful. The only way to move space rocks is with pylons, which will slowly float rocks to the nearest refinery.
The refinery will turn space rocks into energy. Energy can be used to warp in buildings and units - but getting the energy out of the refinery is tricky! It can only be beamed out of the refinery via space lasers, and only within a short range. To extend the range, you need pylons (how convenient).
Engineers can carry a little bit of energy with them, which allows them to build outside of your pylon network. But only for a little bit - then they run out, and need to drive back and refuel.
The resource system is a bit unusual, but it adds an interesting spin on what's already out there. The main idea is to make your economy very visual: You can judge your income from the stream of incoming space rocks, and you can immediately see your expenses by following the energy beams.
PathingPathing is based on flow fields and is optimized for large maps and a massive number of simultaneous units. Look at them go!
For the curious, here are a few older videos showing some more pathing action:
Strategic ZoomIn classic Supreme Commander style, the map can be zoomed all the way out to move around quickly and see what's happening elsewhere in the world.
Deep Command QueuesThis game is less about hectic microing and more about the long con - and a big part of that is queueing up lots of things to happen.
See it in action!A couple of weeks ago this game saw its first playtest, which was a lot of fun! Players immediately figured out that the artillery unit was overpowered, but at least there were no crashes or desyncs, which is all you could hope for in a first playtest.
A condensed version is below (warning: naughty language).