Temporary upload to meet RTS jam deadline, expect bugs!

Player is the cyan faction. Your cities will produce units which go off to fight automatically but their AI is pretty weak. Help them navigate past obstacles if they look to be stuck.

A real time strategy game with camera controls similar to how Google Maps works.

Use mouse to select units with left click, give movement orders with right click and zoom with scroll wheel.

Camera can be panned at edges of screen or with WASD/arrow keys.

All interface buttons have an associated hotkey that can be seen in tooltip.

Project Repository can be found at https://github.com/AlexMulkerrin/Procedural-World-Generator

Version 0.4

---- IN PROGRESS ----

Gameplay is technically complete and you can try your hand at world conquest now.

Submission for RTS JAM 1998 https://itch.io/jam/rts-jam-1998

Version 0.3

Partial game functions implemented, you can now select and order units around. No world conquest due to lack of sea transport functionality. Makes a nice screensaver! 

Was submitted in this state to Games Done Quick https://itch.io/jam/666ames-made-quick  the game jam that runs concurrent with SGDQ.

Version 0.1

Proof of concept of a procedural world map generator with ability to zoom in from a global view down to the meter scale.

Only functionality is zoom to cursor position by using the scroll wheel and to switch to full screen with the button in the bottom righthand corner.

Terrain generation inspired by the original Civilization game from 1991. It runs so quick it's done in an instant!

Download

Download
Map Generation Dist v0,3.zip 26 kB
Download
Map Generation Dist v0,1.zip 10 kB

Development log

Comments

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(+1)

This is awesome, looking forward to transport ships! Perhaps a population cap based on area or city population to stop tiny islands becoming invincible from having ridiculous numbers of troops?

Cheers! :D

Yes a transportation mechanic is going to needed soon isn't it? Along with more user information about city production. Already city production is based off of population but I've got several ideas about how unit support could work, main one being supply lines :)

(+1)

really fascinating stuff!!

Thank you :) hopefully I can produce a proper game out of this.