A downloadable game for Windows

Introduction:

Hello everyone, my name is Andrey and I want to show my little project, which I started developing in early August.
Now version 0.1 is ready in which I worked out the main mechanics of the game.
I apologize in advance for my English, which consists of 80% of Google translator, so there may be errors somewhere, and possibly misunderstanding.

Then I will describe all the important things, and on my YouTube channel I talk in more detail about the project, showing all the elements + how everything is arranged from the inside.

Control: 

q. e - camera rotation
w, a, s, d - camera movement
window top left:
- open menu ;
- show/hide debug menu;
- restart game;
- exit game;
window bottom right:
- show/hide grid;
- discard;
- next turn

At this stage, the gameplay is arranged as follows:

The first move is to place the Town Hall on any hex on the grid, after which you will need to skip the move to start the game itself.
From that moment on, cards appear in the hand, which can be used in any order, if there are enough resources.
At the start of the game, basic cards and 10 random cards are given.

The cards from the hand are discarded and new ones are taken, randomly from the deck:

  1. Discarded and used cards this turn can no longer be obtained and used.
  2. The main resource is the time that is spent on using all the cards and is replenished with a new turn ( day ).
  3. It takes 6 time ( hours ) to reset the cards, so it will not work to endlessly reset the hand in search of the desired card.

All cards can be used within the radius of certain buildings, for example:

  1. Build buildings - within the radius of the Town Hall and Houses.
  2. Woodchopping- within the radius of the Town Hall and the Forester House.
  3. Quarry Stone - within the radius of the Town Hall and the Mine.
  4. Attack enemies - within the radius of the Town Hall and the Barracks.
  5. etc.

Thus, you need to correctly place buildings on the grid so that they bring maximum efficiency.

With each new turn, there is a chance that one of three things will happen:

  1. Ufo Kidnapping - ufo flies to a random hex and steals an object from it.
  2. Ufo Landing - ufo flies a random hex and lands an alien who will walk and destroy random objects with each turn.
  3. Ufo Crash - ufo crashes and if it falls on a hex with an object, then this object is destroyed.

Goal:

The main goal of the game is to develop, expand your territories and hold out as long as possible.
 By skipping a turn, civilian ( resource ) is replenished, but each civilian spends one food and when the food is zero civilian will no longer be replenished, therefore the cards will no longer be used.

UI cards are now more of a DebugPanel that displays all the important information for tests (in the future I will improve and refine the visual)

On the left there is DebugMenu of the deck, which can be enabled / disabled and is needed for visual tests.

My desire is to create a simple, interesting game with random elements that will create unique situations for the player, and the player will already think how to act.

For example:

  1. At the beginning of the game, the player has five Woodchopping cards - he can not build a Forester House, but place his Town Hall near the forest.
  2. By itself, the generation of the grid and objects is also a reason to think about where to place your Town Hall.
  3. Ufo crash occurs for several turns in a row and each time destroy the player's buildings.
  4. The player expands the territory in one direction, but aliens land in another direction.
  5. The player skips a turn and the aliens land, the next move the aliens arrive to steal the object and this object becomes their own alien)

Further, in each new version, I will take one element of the game and develop it in more detail:

1. Add the upgrade and create cards.

2. Add the upgrade buildings.

3. Add new events and work them out in more detail.

4. Add the grid generation by noise (everything is ready for this) and at the same time the generation of objects also by noise.

5. Add new grid elements:

* objects in which you can find something.

* enemies that will already be in different positions when the grid is generated.

6. I will work out the AI in more detail, give it several types of behavior and also add new monsters that will have their own unique "abilities" (build buildings, change buildings, drag and drop buildings)

7. I will expand the "biomes" and add their own unique events, buildings and enemies for each.

8. I will improve and diversify resources: some will be replenished within a few turns, some will have a unique status or properties.

9. Add a technology tree ( hello civilization ), which will allow you to discover new opportunities and improve old ones.

10. Interaction with the environment: the hex with the forest caught fire and now, every turn, neighboring hex with the forest will also catch fire if they are not extinguished.

0. Of course, all this will be accompanied by visual improvements: UI, models, animations, etc.

0. Of course, optimization, for example: now I use Dijkstra to find the path. it was easier and faster to implement (implement from your old developments) + on a small grid this is not critical, but in the future I will test all this in more detail and switch to at least basic A *.

At this stage, all the visuals, except for the effects (I want to do all the effects myself because I like it) are from free assets that I use for the build version of the game.
As the game gets closer to being a finished product, a lot of the visuals will be replaced and improved.

Assets I use:

Kenney Kit = https://www.kenney.nl/assets

Cropout Sample Project = https://www.unrealengine.com/marketplace/en-US/product/cropout-sample-project?se...

Warcraft Reforge icons = https://wowpedia.fandom.com/wiki/Category:Warcraft_III_Reforged_icons

and something else...)

Finally:

As development progresses, I will post videos on YouTube + write information there in the community.

And I will publish each new version here with brief description.

I will also be glad to any criticism, bugs, advice, opinion and just comments)

Download

Download
EvolutionV0.1.zip 292 MB

Install instructions

1. Download .zip file;

2. Unzip file;

3. Run Evolution.exe;

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