[Development] Abyss Control (an RTS game)

Level 7
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Jan 22, 2010
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44
Overview

For a few years I’ve been working on an RTS game and now it’s in state where I can demonstrate it. This idea have been in my head for more then 15 years and at some point I decided I have enough experience to finally implement it.
The basic idea is to create an RTS game without base building and resource scavenging that focuses on tactics, unit positioning and heavy micro control. The game takes place underwater where the players command small fleets of submarines. One of the core mechanics is passive sonar that allows units to track enemy's movement, but only shows direction. Sonar also allows to track enemy torpedoes and thus dodge them. Ammunition is limited, so the player should spend it carefully.
The plan for now is to make a demo where you can play 1 on 1 versus bot. After that I plan to start working on multiplayer and small campaign.

Tech stuff

The game is build using my own game engine that supports for now Windows, Linux and Android but as for the last platform I’m not sure I should continue supporting it and maybe I should focus on PC only.
Game engine developed on C++ 17 using OpenGL/OpenGLES, OpenAL/OpenSL, Qt. For now I see no reason switching to Vulkan.
Also I plan to release the game with built-in map editor.

Video
 
I've been thinking of adding some stylization to my graphics as it seems to me that my game lacks some unique art style. I've been experimenting with cartoon shader lately. Here are some screenshots with and without cartoon shader. What do you think of overall look?
If someone wonders it is done by quantization of normal vectors, also I shifted normal map bias and added simple color grading by shifting dark colors to grayscale. I will continue experimenting with this, I think of trying to map normals to hand painted texture.
 

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