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Games Primeval with Commentary

Discussion in 'Works In Progress - Archive' started by rivstyx, Aug 12, 2020.

  1. rivstyx

    rivstyx

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    Hello,
    This is a game I have been working on for awhile now. It is a turn based strategy game where you play the part of a deity. Every player has a unique hex map that is populated with buildings, units and spells. In God Mode you manage your domain by adding hexes, buildings or new migrations. In Game Mode your map is combined with other players(up to 6 players) and that becomes the full battle map. If you win you will gain new hexes, populations and essence(in game currency) to enhance your domain. If you lose you will lose a hex(es) from your domain which can cause you to lose population and maybe your entire domain. Not to worry though a new domain is always just a generation away.

    I am shooting to first release as a pre-alpha on itch.io and then move on to early access on Steam after it is ready. I still have quite a ways to go but your feedback would be absolutely welcome and appreciated.



    Thank you,
    Chris Brooks
    Rivstyx Games Studio
     
  2. rivstyx

    rivstyx

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    We have quite a few events in the game but we are trying to add as many as we can. Any ideas would be very helpful.

    Currently, we have 3 events that are not resource related and 2 for each resource type. Events appear on a weighted average by turn. Think of a deck of cards with so many cards in it for each event type. The bulk of events in the deck are "No Event" events then each other event has cards based on rarity. After all the cards are added for the turn the deck is shuffled and a card is drawn.

    They are...
    No Event
    Frequency:65 cards
    No Effect

    Neutral Hex
    Frequency: 45 cards
    Adds a neutral hex to the edge of the map. Useful to alleviate bottlenecks that your opponent might be exploiting for their advantage.

    Earthquake
    Frequency: 3 cards
    Damages buildings and units across the map.

    Healing Rains(Blue Event)
    Frequency: 5 cards
    Healing Rains appear on a blue hex. Any unit that starts a turn there will be healed 2 points and have all status effects eliminated.

    Flood(Blue Event)
    Frequency: 3 cards
    Hexes around a chosen blue hex flood. The flood initially damages units but after that damages buildings until it subsides. Once the water recedes it adds a permanent blue resource to the flooded hex.

    Drought(Yellow Event)
    Frequency: 3 cards
    A yellow hex is chosen for the drought. Units lose 1 health each round they are on or adjacent the drought hex. Every turn it is active a surrounding hexes loses one of its resources and gains a yellow one.

    Lost Pyramid(Yellow Event)
    Frequency: 3 cards
    A pyramid rises up out of the sand and a scepter appears somewhere on the map. The goal is to have a unit pick the scepter up and return it to the pyramid. This becomes a game of capture the flag as everyone is trying to get the scepter to the pyramid for the reward. The reward is 1000 essence which is the in-game currency. You can also attack the pyramid to prevent other players from solving the quest }-) The pyramid also adds defense to a yellow hex.

    Plentiful Bounty(Green Event)
    Frequency: 5 cards
    Players gather resources for free for each green hex they have in their domain. If you have a lot of green hexes this will probably max your resources for your next turn.

    Tornado(Green Event)
    Frequency: 3 cards
    A tornado appears on a green hex. Each turn it moves across the map damaging any buildings and units it encounters.

    Landslide(Brown Event)
    Frequency: 3 cards
    Damages buildings and units in a hex next to a brown hex.

    New Vein Found(Brown Event)
    Frequency: 5 cards
    A new resource is added to a brown hex.

    Blizzard(White Event)
    Frequency: 3 cards
    A blizzard appears around a white hex and surrounding hexes. It greatly adds to the cost of movement through each hex but also increases the defense of the hex while it is active. Great for defending hexes.

    Polar Vortex(White Event)
    Frequency: 3 cards
    Every population on a white hex(3 freeze per unit) and surrounding hexes(1 freeze per unit) suffers a freeze status. Freeze halves movement, defense and attack for x turns.

    Eruption(Red Event)
    Frequency: 3 cards
    A red hex erupts and burns buildings and units in its hex and one neighboring hex.

    Lava Beast(Red Event)
    Frequency: 3 cards
    A lava beast appears at a red hex. It is neutral and attacks an adjacent building or unit it finds every turn. If there are no units or buildings it moves closer to one and attacks the next turn. It is possible to tame it as an action and then you gain the unit.

    Purple/Magic and Wasteland(hexes with no resources) based events are not fleshed out yet. We have some ideas but we would love to hear yours.

    Thanks,
    RGS
     
  3. rivstyx

    rivstyx

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    We have added the resource bar to the migration list so you can see what each spell and unit costs. It shows the resource or cost in red if you cannot afford it. We have also added a show all toggle button that will make the migration list show all populations or just ones you can purchase. We will add additional filters as well in the future.

    Thank you

    upload_2020-8-19_9-58-23.png
     
  4. rivstyx

    rivstyx

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    We have added a filter by colors to the list as well...
     
  5. rivstyx

    rivstyx

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    We have a new in game event!
     
  6. rivstyx

    rivstyx

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    The maps really come together in some distinct ways and no two games will ever be the same. In fact, no two domains will ever be the same. Whether winning or losing your map will be constantly changing and you will always have to adapt to new circumstances. There is no killer strategy that everyone will adopt. What works for you in one generation may not work at all in the next. You can't just buy the best units and expect to win. For one thing, you really only rent units They can be lost at any time. This is what makes this game so unique. Roguelike? Sure. However, the fun isn't in buying and hoarding "cards" and playing like everyone else. The fun is in coming up with a totally new way to defeat your opponents and grow your empire.



     
  7. rivstyx

    rivstyx

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    We have added many mixed terrain types to the game. Mixed terrain is a combination of the two most significant colors in a hex. So if a hex contains 2 brown and one blue it turns into mud etc. Each terrain has a new look and soon modified defense and movement.
    The mixed terrains we have so far are...
    Swamp
    Mud
    Shallows
    Geyser
    Glacier
    Hills
    Dry Grass
    Snowy Grass
    Lava
    Frozen Peak
    Magma Plain
    Frozen Desert


    upload_2020-9-9_10-32-38.png
     
  8. rivstyx

    rivstyx

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    Here is the beginning of a six player game...
    http://rivstyxgamesstudio.com/6player.gif
    No lag with 6 player instances running on one box. We have tested it with up to 12 players but 8 will probably be the max. This will not be possible once we are live. We don't want anyone playing against themselves :)
     
  9. rivstyx

    rivstyx

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    We have posted a full tutorial and walkthrough with developer commentary...
     
  10. rivstyx

    rivstyx

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