Features
==========
Completely open content infrastructure (implemented)
[SPOILER]
All maps, plants, structures, units, and ais are files in well-organized folders using formats that are designed to be user-created and edited. An open pipeline is available for exporting custom object models from Blender into the game, and eventually I hope to make a really nice content sharing website/workshop.
[/SPOILER]
Play as one of 10 biomes (implemented, though sparse)
[SPOILER]
Biomes:
At some point I'll put together the full tech-tree, but for now I'll just list the added unit-types in flat-form:
[/SPOILER]
Optional high-level strategic control (planned)
[SPOILER]
While I plan to always support the direct control of individual units, you'll also be able to perform some higher-level operations, such as marking an area is high-priority to attack or defend, and, in the pre-match, even creating your own 'unit behavior modules' (using visual scripting). This will let you prepare your units for some common scenarios, to at least behave well enough that they aren't completely helpless on their own. (e.g. retreating into buildings if a raid becomes too intense)
While this may seem overpowered, it becomes practical by three factors:
1) Match hosts will have full control over how far this ability can be used. If a player doesn't like it, he can easily turn it off.
2) The most common behaviors will likely be filled-in pretty early by modders, and put on the workshop/included with the game (if they're made well enough). Because everyone will have access to these basic behaviors, the gap between skilled and non-skilled scripters won't be as large. (my hope is to make the game's visual scripting system as accessible as possible to beginners, however, to reduce this issue even further)
3) Some people may enjoy, at times, having scripting wars to see who can develop the best unit behaviors! I know I'd really enjoy that, having a dynamic and competitive arena to experiment with different AI and unit-behavior script designs.
[/SPOILER]
Combat diversity (planned)
[SPOILER]
For example, having creatures that are able to climb trees, or building lookouts which will alert you when they see an enemy.
There will also be greater defensive options than are available in most RTS games. While, head-to-head, offense needs to end up stronger (so that the game eventually closes down), defense will resist more effectively. For example, a well-supported siege on a fortress should be able to win in the end, but the defense should last long enough and inflict enough damage that it's not worth attacking unless it's important strategically. (note that build time will also be longer, and perhaps require more economic backing (to compensate for the increased strength), which should keep the frontiers for each player mostly open)
[/SPOILER]
Flexible AI (started)
[SPOILER]
All strategy and tactics level AI behavior is specified through in-game visual scripting.
Creating a custom AI is as simple as opening the Modules page, cloning the built-in AI, and opening the Nodes editor. Not only does this make AI creation and modification accessible to regular players, it also means it's trivial to add rich configuration options that can be set per-match or per-user to add variety/customization to your AI opponent's gameplay.
A powerful AI debugger also exists allowing in-match script modifications, breakpoints, and so on. Never be confused about what's causing your AI to make the wrong decisions.
[/SPOILER]
Solid multiplayer experience (planned)
[SPOILER]
Hopefully, no more desyncs! It's easy to promise before the network code is in, but the idea is to create a system that's able to handle network problems by resolving them as soon as they happen instead of completely breaking. (for example, if a desync occurs, just picking one player's version as authoritative and continuing, instead of completely crashing)
Another issue with P2P lock-step games is what to do when there are clients with high pings/lag. This is where the idea of a "lag policy" system comes in. Match hosts will be able to pick a preset, or customize these settings manually:
1) Consider someone a lagger if [their ping over the last ? seconds] is over ?ms. (and lock their 'is lagger' property for at least ? seconds)
2) Keep the non-lagger simulation-delay at/at-or-under [the ?th-percentile of non-lagger pings over the last ? seconds] + ?ms.
3) Keep the lagger simulation-delay at/at-or-under ?ms.
The tools for filtering and configuring online matches should also be easy-to-use, and extensive. If you want unlimited population, ok! If you want to set a min and max ELO, the controls are right there!
Other planned configurations:
* Integrated voting on match options (optional).
* What mods (or mod types) are allowed.
* Max ping and desync-rate for players.
Concerning finding matches that suit your playing style:
* A match-setting value should be able to be marked as 'divergent' from your preferences, with a 'divergence' penalty specified. Online matches then show their total 'divergence' amount, and are (by default) sorted by it. This should help players quickly and easily hone in on lobbies matching the type of gameplay they're looking for.
[/SPOILER]
Well-integrated community features (planned)
[SPOILER]
For example, being able to post recorded games to a gallery, where other people can watch, comment, explore the game state, etc. Also, a feedback area where new features can be voted on, and significantly affect what course of development is followed.
[/SPOILER]
==========
Completely open content infrastructure (implemented)
[SPOILER]
All maps, plants, structures, units, and ais are files in well-organized folders using formats that are designed to be user-created and edited. An open pipeline is available for exporting custom object models from Blender into the game, and eventually I hope to make a really nice content sharing website/workshop.
[/SPOILER]
Play as one of 10 biomes (implemented, though sparse)
[SPOILER]
Biomes:
- Desert
- Savanna
- Grassland
- Old World Temperate Forest
- New World Temperate Forest
- Old World Rainforest
- New World Rainforest
- Swamp/Marsh/Cave
- Oceanic Island
- Boreal Forest/Tundra/Polar
At some point I'll put together the full tech-tree, but for now I'll just list the added unit-types in flat-form:
- African Elephant
- Asian Elephant
- Battering Ram
- Boar
- Camel
- Crocodile
- Deer
- Fox
- Giraffe
- Grizzly Bear
- Lion
- Rabbit
- Rhino
- Wolf
- Zebra
[/SPOILER]
Optional high-level strategic control (planned)
[SPOILER]
While I plan to always support the direct control of individual units, you'll also be able to perform some higher-level operations, such as marking an area is high-priority to attack or defend, and, in the pre-match, even creating your own 'unit behavior modules' (using visual scripting). This will let you prepare your units for some common scenarios, to at least behave well enough that they aren't completely helpless on their own. (e.g. retreating into buildings if a raid becomes too intense)
While this may seem overpowered, it becomes practical by three factors:
1) Match hosts will have full control over how far this ability can be used. If a player doesn't like it, he can easily turn it off.
2) The most common behaviors will likely be filled-in pretty early by modders, and put on the workshop/included with the game (if they're made well enough). Because everyone will have access to these basic behaviors, the gap between skilled and non-skilled scripters won't be as large. (my hope is to make the game's visual scripting system as accessible as possible to beginners, however, to reduce this issue even further)
3) Some people may enjoy, at times, having scripting wars to see who can develop the best unit behaviors! I know I'd really enjoy that, having a dynamic and competitive arena to experiment with different AI and unit-behavior script designs.
[/SPOILER]
Combat diversity (planned)
[SPOILER]
For example, having creatures that are able to climb trees, or building lookouts which will alert you when they see an enemy.
There will also be greater defensive options than are available in most RTS games. While, head-to-head, offense needs to end up stronger (so that the game eventually closes down), defense will resist more effectively. For example, a well-supported siege on a fortress should be able to win in the end, but the defense should last long enough and inflict enough damage that it's not worth attacking unless it's important strategically. (note that build time will also be longer, and perhaps require more economic backing (to compensate for the increased strength), which should keep the frontiers for each player mostly open)
[/SPOILER]
Flexible AI (started)
[SPOILER]
All strategy and tactics level AI behavior is specified through in-game visual scripting.
Creating a custom AI is as simple as opening the Modules page, cloning the built-in AI, and opening the Nodes editor. Not only does this make AI creation and modification accessible to regular players, it also means it's trivial to add rich configuration options that can be set per-match or per-user to add variety/customization to your AI opponent's gameplay.
A powerful AI debugger also exists allowing in-match script modifications, breakpoints, and so on. Never be confused about what's causing your AI to make the wrong decisions.
[/SPOILER]
Solid multiplayer experience (planned)
[SPOILER]
Hopefully, no more desyncs! It's easy to promise before the network code is in, but the idea is to create a system that's able to handle network problems by resolving them as soon as they happen instead of completely breaking. (for example, if a desync occurs, just picking one player's version as authoritative and continuing, instead of completely crashing)
Another issue with P2P lock-step games is what to do when there are clients with high pings/lag. This is where the idea of a "lag policy" system comes in. Match hosts will be able to pick a preset, or customize these settings manually:
1) Consider someone a lagger if [their ping over the last ? seconds] is over ?ms. (and lock their 'is lagger' property for at least ? seconds)
2) Keep the non-lagger simulation-delay at/at-or-under [the ?th-percentile of non-lagger pings over the last ? seconds] + ?ms.
3) Keep the lagger simulation-delay at/at-or-under ?ms.
The tools for filtering and configuring online matches should also be easy-to-use, and extensive. If you want unlimited population, ok! If you want to set a min and max ELO, the controls are right there!
Other planned configurations:
* Integrated voting on match options (optional).
* What mods (or mod types) are allowed.
* Max ping and desync-rate for players.
Concerning finding matches that suit your playing style:
* A match-setting value should be able to be marked as 'divergent' from your preferences, with a 'divergence' penalty specified. Online matches then show their total 'divergence' amount, and are (by default) sorted by it. This should help players quickly and easily hone in on lobbies matching the type of gameplay they're looking for.
[/SPOILER]
Well-integrated community features (planned)
[SPOILER]
For example, being able to post recorded games to a gallery, where other people can watch, comment, explore the game state, etc. Also, a feedback area where new features can be voted on, and significantly affect what course of development is followed.
[/SPOILER]