- Joined
- Jun 14, 2008
- Messages
- 191
EDEN RTS
There is an Eden RTS site, click here: http://edenrts.webs.com/
I've wanted to create a competitive RTS with highly unique races that different from one another in big ways. With that in mind, I've created a few basics for 5 starting races.
I have realized that this project is very do-able for just me, however, I'd like to get some help since I'm already working on a number of other projects. So I'm looking to pull forth a team that doesn't necessarily need a whole lot of experience, but need to know some basics.
I'm looking for anyone who can do one or more of the following:
☼Tooltip artist - Someone who can write the tooltips for the units providing a short description as wel as some stats in a colorful display.
Trigger/Jass Programer - This job won't be a lot of tedius work, however,, may be difficult, so I need someone whose good.
Anything you may need help with, I can provide. I'll even walk you through some of it if necessary.
Info
Tech Tree
History
Early Terrain Screenshots
Overview
Terrain Views
Gameplay Views
Updated 1/21/09
Changes - I had to redo all of the destructibles/doodads so it would all work properly but like an idiot, I initially made the grasses a destructible instead of a doodad so the game lagged. I switched them out, however, it wouldn't display properly using variations so each grass looks like all the other grass...I'll redo it again at a later date.
So you all know, the terrain is suppose to be fairly flat, the planet is suppose to be one big swamp with small steep hills with trees and bushes jutting out of them.
For w/e reason, the fog doesn't look as green in the screenshots as it does in the game, so the planet is actually slightly lighter and far more greenish.
Resources
Trees (Clustered on the hills) - Provide wood for the Dragoonari and the Hobunari
Vegetation (the red bushes, vegetables, wheat, and mushrooms) - Provides food for the Tausri, Taursa and humans
Animals (Stag, Skink, Crab, Pig, Raven and vulture) - Provides food for the Dragoonari and humans.
Metals (Iron, Copper, Magnesium and Cobalt) - Provide stone(food) for the Hobunari [T2] and metal for humans.
Crystals - Provide mana for the Dragoonari and crystal(food) for the Hobunari [T3]
Other Game information
☼The Water is acidic, only the native Hobunari can go into it.
☼There are some "poison" spots on the map that are impassible.
☼The Crystals required by the Hobunari tech 3 are the same crystals used by the Dragoonari.
☼The "stone" required by the Hobunari tech 2 are the same as the metals used by the Humans.
☼There is 1 path into each base, however, the hobunari can swim (giving them certain advantages).
☼Every doodad is used for something.
☼The Taursi really only have 1 unit type, the rest are created with their mind.
☼The Dragoonari do have a few different unit types.
☼The Hobunari have 4 classes, but have a lot of different units.
☼The Humans have 2 actual unit types, workers/engineers, the rest of the units are created through carefully engineering.
☼The Taursa, like the Taursi, have only 1 real unit, the rest are copied/created using that 1 unit type.
All of the above is subject to change. This was all just concocted a few days ago and I'm looking for people to help see it through. I'm good at balancing...I'm good at terraining...I'll cover those without a problem. The rest, including triggering, units, tooltips, interface...All of this I can also do, but its a bit overwhelming for one person. So please, if your interested in this project, come help. This project won't get done without additional help.
There is an Eden RTS site, click here: http://edenrts.webs.com/
I've wanted to create a competitive RTS with highly unique races that different from one another in big ways. With that in mind, I've created a few basics for 5 starting races.
I have realized that this project is very do-able for just me, however, I'd like to get some help since I'm already working on a number of other projects. So I'm looking to pull forth a team that doesn't necessarily need a whole lot of experience, but need to know some basics.
I'm looking for anyone who can do one or more of the following:
☼Tooltip artist - Someone who can write the tooltips for the units providing a short description as wel as some stats in a colorful display.
Trigger/Jass Programer - This job won't be a lot of tedius work, however,, may be difficult, so I need someone whose good.
Anything you may need help with, I can provide. I'll even walk you through some of it if necessary.
Info
Taursi - A race who can create things out of shear mind power.
--------
Intro - This highly developed race wields nothing except the shear power of their mind. With
it, they can manifest practically anything out of nothing. They call themselves
peaceful, however, other races consider them religiously extreme, pressuring others to
conform to their ways.
Resources - Food (Herbivore) and energy(mana).
Build Style - No Resource costs, but an extremely high time cost. Can add workers to make it
build faster.
Strenghts - No resources to worry about, strong warriors
Weaknesses - Very slow build rate, weak workers
Technology - None
Other Info - The Taursi are the most advanced race in the galaxy, but are spread thin.
Dragoonari - A race who has developed their minds to have "wizard" like qualities
-----------
Intro - The Dragoonari possess powers once thought to be mere legend, and with it, cast
frightful shadows, mindless monsters, and firey rains. They're powers, seemingly
endless, grow with every battle as their alchemists concoct powerful potions. Once
peaceful, these war-torn magicians have learned life's cold lessons and trust no one.
Resources - Food (Carnivore) and mana.
Build Style - Everything costs mana and are summoned from these wizards themselves. They can
add workers to speed up production.
Strengths - Strong ending spells, stronger starting defenses
Weaknesses - Weaker beginning spells, weaker ending defenses, very low end game hp.
Technology - None
Other Info - Can level up in combat, allowing them to cast faster and stronger spells.
Also create potions / weapons to aid individual units.
Hobunari - A very primitive species who eat very unusual foods.
--------
Intro - The Hobunari are a very primative species. Before visited by other beings, they fought
each other for land and food with their bare claws and spit glands. Now that they've
made contact, they seem to evolve, growing into stronger killing machines. They may
be highly technologically inferior to other races, but they seem to survive brutal
attacks from all angles.
Resources - Wood, Stone, Crystal
Build Style - Units are produced very quickly and with little cost. They can NOT add workers
to speed up production.
Strengths - Reproduce like rabbits, know the land, can evolve
Weaknesses - Very weak units, cannot de-evolve, cannot speed up production
Technology - 3 tiers split by resource costs [T1: Wood, T2: Stone, T3: Crystal]
Other Info - The Hobunari feed off of wood and reproduce by eating wood, that is until they
evolve to T2, when their diets change and they eat stone, and finally, evolve to T3
and eat crystal. Each tech higher makes a significant improvement in every aspect, but
the resources are harder and harder to find.
Human Race - A machine building race.
----------
Info - The Human race, now exhausting all of their natural resources on earth and neighboring
planets, have found a luscious planet to mine from. However, due to inferior technology,
they do not reach the planet until 3 other races have already set up camp. Late to join
the fray, they quickly engineer deadly machines and defend themselves against the highly
advanced societies.
Resources - Metal (comes in multiple alloys, producing unique results), Food (Omnivore)
Build Style - The engineers produce mechanical devices with metal while they can slowly
reproduce at the cost of food. They can NOT speed up production.
Strenghts - Moderately fast building speed, mechanical warriors (Impervious to certain
abilities)
Weaknesses - Reproduce VERY slowly, weak workers, costs more resources, weak early techs
Technology - 3 tier system, split by metal alloys. [T1: raw metal, T2: refined metal, T3: adv
metals]
Other Info - None
Tausra - A race that can "copy" the blueprints for units/structures and create them on their own.
------
Info - Once part of the Taursi nation, these rebels were banned and erased from Taursi history.
Decades earlier they reunited, but relations soon soured due to opposing beliefs. The
Tausra, like the Taursi, use mind powers, but cannot create. Instead, they evolved into
a society that can copy any other race's technology, fast and easily.
Resources - Food (Herbivore), Energy (mana), BioEnergy.
Build Style - They're workers can build a few weaker structures (from all different races) in a
build pattern similar to the way the humans using their energy, but need to "steal"
other race's technology to advance.
Strengths - Can produce units very quickly (once able to), has some of the best defence
structures in the galaxy,
Weaknesses - They must confront their enemy and take obtain their technology to beat them,
has weaker starting units
Technology - They do not have advancing technology of their own, but can obtain "blueprints"
of units/structures from other races to build them.
Other Info - A single Tausra can steal many technological advances, but only he can build off
of them. Also, the Tausra can absorb the bio-energy within plant matter to refill their
energy.
--------
Intro - This highly developed race wields nothing except the shear power of their mind. With
it, they can manifest practically anything out of nothing. They call themselves
peaceful, however, other races consider them religiously extreme, pressuring others to
conform to their ways.
Resources - Food (Herbivore) and energy(mana).
Build Style - No Resource costs, but an extremely high time cost. Can add workers to make it
build faster.
Strenghts - No resources to worry about, strong warriors
Weaknesses - Very slow build rate, weak workers
Technology - None
Other Info - The Taursi are the most advanced race in the galaxy, but are spread thin.
Dragoonari - A race who has developed their minds to have "wizard" like qualities
-----------
Intro - The Dragoonari possess powers once thought to be mere legend, and with it, cast
frightful shadows, mindless monsters, and firey rains. They're powers, seemingly
endless, grow with every battle as their alchemists concoct powerful potions. Once
peaceful, these war-torn magicians have learned life's cold lessons and trust no one.
Resources - Food (Carnivore) and mana.
Build Style - Everything costs mana and are summoned from these wizards themselves. They can
add workers to speed up production.
Strengths - Strong ending spells, stronger starting defenses
Weaknesses - Weaker beginning spells, weaker ending defenses, very low end game hp.
Technology - None
Other Info - Can level up in combat, allowing them to cast faster and stronger spells.
Also create potions / weapons to aid individual units.
Hobunari - A very primitive species who eat very unusual foods.
--------
Intro - The Hobunari are a very primative species. Before visited by other beings, they fought
each other for land and food with their bare claws and spit glands. Now that they've
made contact, they seem to evolve, growing into stronger killing machines. They may
be highly technologically inferior to other races, but they seem to survive brutal
attacks from all angles.
Resources - Wood, Stone, Crystal
Build Style - Units are produced very quickly and with little cost. They can NOT add workers
to speed up production.
Strengths - Reproduce like rabbits, know the land, can evolve
Weaknesses - Very weak units, cannot de-evolve, cannot speed up production
Technology - 3 tiers split by resource costs [T1: Wood, T2: Stone, T3: Crystal]
Other Info - The Hobunari feed off of wood and reproduce by eating wood, that is until they
evolve to T2, when their diets change and they eat stone, and finally, evolve to T3
and eat crystal. Each tech higher makes a significant improvement in every aspect, but
the resources are harder and harder to find.
Human Race - A machine building race.
----------
Info - The Human race, now exhausting all of their natural resources on earth and neighboring
planets, have found a luscious planet to mine from. However, due to inferior technology,
they do not reach the planet until 3 other races have already set up camp. Late to join
the fray, they quickly engineer deadly machines and defend themselves against the highly
advanced societies.
Resources - Metal (comes in multiple alloys, producing unique results), Food (Omnivore)
Build Style - The engineers produce mechanical devices with metal while they can slowly
reproduce at the cost of food. They can NOT speed up production.
Strenghts - Moderately fast building speed, mechanical warriors (Impervious to certain
abilities)
Weaknesses - Reproduce VERY slowly, weak workers, costs more resources, weak early techs
Technology - 3 tier system, split by metal alloys. [T1: raw metal, T2: refined metal, T3: adv
metals]
Other Info - None
Tausra - A race that can "copy" the blueprints for units/structures and create them on their own.
------
Info - Once part of the Taursi nation, these rebels were banned and erased from Taursi history.
Decades earlier they reunited, but relations soon soured due to opposing beliefs. The
Tausra, like the Taursi, use mind powers, but cannot create. Instead, they evolved into
a society that can copy any other race's technology, fast and easily.
Resources - Food (Herbivore), Energy (mana), BioEnergy.
Build Style - They're workers can build a few weaker structures (from all different races) in a
build pattern similar to the way the humans using their energy, but need to "steal"
other race's technology to advance.
Strengths - Can produce units very quickly (once able to), has some of the best defence
structures in the galaxy,
Weaknesses - They must confront their enemy and take obtain their technology to beat them,
has weaker starting units
Technology - They do not have advancing technology of their own, but can obtain "blueprints"
of units/structures from other races to build them.
Other Info - A single Tausra can steal many technological advances, but only he can build off
of them. Also, the Tausra can absorb the bio-energy within plant matter to refill their
energy.
Tech Tree
Taursi - Units - Units are fairly standard...they do not cost resources but take plenty of time to
build.
Buildings - The Taursi have a lot of unique buildings, including sleeping vats, cloning vats,
machine factories, plantations, and thought assimilators.
Dragoonari - Units - There is only 1 main unit, which is their wizard. Their wizard can summon a wide
variety of units/buildings as well as other spells. It is very important for them to
level up their wizards with spells.
Buildings - The Dragoonari have some basic buildings, including defensive Obelisks, animal
tamers, library, and the enchanters workshop.
Hobunari - Units - There are 4 main classes - workers, grunts, spitters, and specialists. The workers
build the structures/get resources while grunts are melee warriors and spitters are
ranged warriors. The specialists are more of a shaman like group that can do things
like sense danger or bless the troops.
Buildings - The Hobunari build similar to the orcs of warcraft 3, but cost a lot less. They
do have a large array of defensive structures as well as different types of "breeding"
grounds.
Humans - Units - The humans can breed other humans, but take a long time to mature into a field ready
engineer. They can, however, create machines of all types to aid them in battle,
including gun mechs, rocket mechs, food gathering mechs, metal gathering mechs,
amphibious mechs, spy mechs...ect, ect.
Buildings - The humans have a fairly standard number of buildings including factories,
refineries, storage facilities, robotic helper arms, and automatic defensive structures.
Tausra - Units - This race's units start off similar to the Taursi units, due to captured technologies,
but do not have a full tech tree. Instead, the Tausra workers need to "steal" the
blueprints of the units in order to build them. Throughout their history, however,
they have managed to secure a huge variety of units from random species.
Buildings - Although they were once the Taursi, they cannot manifest anything they want.
Instead, they roam around and steal the blueprints. Throughout time, they have stolen
a lot of "lesser" technologies, most of which are not suitable for a real battle.
Some of the more useful ones include a war factory, a handful of defensive structures,
a "shield" generator, a cloak generator, the cloning vat and their sleeping vat.
build.
Buildings - The Taursi have a lot of unique buildings, including sleeping vats, cloning vats,
machine factories, plantations, and thought assimilators.
Dragoonari - Units - There is only 1 main unit, which is their wizard. Their wizard can summon a wide
variety of units/buildings as well as other spells. It is very important for them to
level up their wizards with spells.
Buildings - The Dragoonari have some basic buildings, including defensive Obelisks, animal
tamers, library, and the enchanters workshop.
Hobunari - Units - There are 4 main classes - workers, grunts, spitters, and specialists. The workers
build the structures/get resources while grunts are melee warriors and spitters are
ranged warriors. The specialists are more of a shaman like group that can do things
like sense danger or bless the troops.
Buildings - The Hobunari build similar to the orcs of warcraft 3, but cost a lot less. They
do have a large array of defensive structures as well as different types of "breeding"
grounds.
Humans - Units - The humans can breed other humans, but take a long time to mature into a field ready
engineer. They can, however, create machines of all types to aid them in battle,
including gun mechs, rocket mechs, food gathering mechs, metal gathering mechs,
amphibious mechs, spy mechs...ect, ect.
Buildings - The humans have a fairly standard number of buildings including factories,
refineries, storage facilities, robotic helper arms, and automatic defensive structures.
Tausra - Units - This race's units start off similar to the Taursi units, due to captured technologies,
but do not have a full tech tree. Instead, the Tausra workers need to "steal" the
blueprints of the units in order to build them. Throughout their history, however,
they have managed to secure a huge variety of units from random species.
Buildings - Although they were once the Taursi, they cannot manifest anything they want.
Instead, they roam around and steal the blueprints. Throughout time, they have stolen
a lot of "lesser" technologies, most of which are not suitable for a real battle.
Some of the more useful ones include a war factory, a handful of defensive structures,
a "shield" generator, a cloak generator, the cloning vat and their sleeping vat.
History
Story
----------
Set in the distant future on the Hobunari home planet, the planet is rich in a lot of resources.
The Taursi want to spread their ways and understanding. The Tausra want it just to take it away from
the Taursi, whom they recently re-encountered unexpectantly. The dragoonari want it because it's one
of the few planets in the galaxy that has a lot of mana crystals. The humans want it because it's one
of the few planets that support them and it's also abundant in a lot of different types of metal.
Although the story mainly takes place in Hobuni, the homeplanet of the Hobunari, there are other
dealings on nearby planets.
Taursi - Although the dragoonari were met with agression, the Taursi connect with the hobunari
on a fundemental telepathic front. Some Hobunari trust the Taursi, while some more warlike
factions hate them and their religious ways. Being at war with the Tausra, the Taursi realize
it may be a losing battle and are desperatly looking for alliances...but only if they conform.
Dragoonari - The Dragoonari reached the planet first and realize it's going to be hard to maintain
their strongholds with the Hobunari running rampant. At first they tried to establish diplomatic
relations with the hobunari, but the hobunari treated the request with agression. The dragoonari
people assume it's because of their lack of intelligence and hostile nature. Although it's
been a struggle to keep their colonies alive, they have managed to secure a large peice of land.
Hobunari - The Hobunari are split across the planet ununited against their foes. Some factions are
slightly more peaceful while some are very hostile. They still fight one another, even with the
possibily of annihilation at their doorstep.
Human Race - After burning out their homeplanet and exhausting their own natural resources, the human
race is now slowly dying out and require the planet to keep their species from their own
annihilation. Unable to procure a means to fix their overpopulation, they have, in essense,
trashed their homeplanet of earth and destroyed the very plants and animals they require for
food.
Tausra - Once banished from the Taursi homeplanet a few millenium ago, the Tausri once thought the
Tausra were only legend, a story fabricated long ago passed down as fiction. After coincidently
running into each other while exploring a super nova in a distant galaxy, the Taursi tried to
establish a diplomatic relationship, but required the Taursa to reform. The Tausra, being
deceptive by nature, tried stealing technology from the Taursi and spat at the idea of
conforming. A few decades from the discovery of the Hobunari, a war between the two began.
Both sides have endured heavy losses.
History
-----------
The Hobunari have dominated over any other creature on their planet and have spread to every continent.
They aren't very intelligent and disputes over land and resources have made each tribe hostile in
mannor. Now they have established relations to the Dragoonari who seem to just take land whenever
and where ever they please and have to make a hard decision...to unite with neighboring tribes to
fend off the "invasion" of their land, or be greedy and take what they need to destroy the invaders.
Meanwhile, the Dragoonari are enraged at the Taursi who are obsession with their ways and spreading
their ideology. Relations seemed good at first, that is, until the Taursi diplomat required the passing
of a few laws to "enhance their understanding". The Tausra, on the other hand, realized the Taursi were
looking for allies and decided to set up a base of operations to deter their relations and steal the
Dragoonari technologies to advance their knowledge of the mystical world. A few years after the
Tausra outpost was created, the humans launched their rescue operation to secure the resources from the
planet. Little did they know, 4 other races were already battling for it. Unable to spend more
resources on a new plan, they landed anyways with few resources and no real protection. After finishing
a religious world war of their own, the humans want nothing to do with the Taursi while the dragoonari
won't have the humans feed the dangerous Tausra with their mechanical technologies.
Who will be able to take the planet?
The Enlightened Taursi, who demand conformity but are in dire need of rescue?
The Magical Dragoonari, who need to harvest the required mana?
The Native Hobunari, who live there and can't afford to give up their one and only planet?
The Mechanistic Humans, who have their own crisis to escape from?
The Devious Tausra, who yern for new technology and destroy the Taursi?
Timeline Overview
---------------
Early Years - The Hobunari fight one another for resources
Summer 2147 - The Dragoonari discover the planet
Spring 2149 - The Dragoonari Set up their first outpost and try and negociate with the Hobunari
Spring 2149 - The Humans discover the planet and it's resources and start planning big operations
to overtake the planet from the Hobunari.
Summer 2149 - The Hobunari realize they're being invaded by the Dragoonari
2150-2151 - The Dragoonari set up more outposts/cities and beat back the Hobunari
Fall 2150 - The Taursi discover them and quickly set up relations with both the Hobunari and
Dragoonari.
Spring 2151 - The Taursi set up a quick foreign relations center, but end up angering the Dragoonari.
Summer 2151 - The Tausra discover the planet and realize the Dragoonari have some interesting tech.
Fall 2151 - The Tausra discover the Taursi and realize the importants of the planet and launch
their own operation.
Winter 2151 - Earth's New Year celebrated with it's launch of its 2 colony ships to save the planet.
Winter 2151 - The Dragoonari realize they may have accidently advanced the Hobunari tribes by showing
then more advanced tech while observing them to learn more about them.
Winter 2152 - The Tausra ransack a Taursi outpost, stealing a few availible technologies.
Spring 2152 - The Taursi counter attacks and kills what they believe are the Tausra that stole the tech,
however, the Tausra that stole it left the planet.
Spring 2152 - The Hobunari start building with wood...something very new to them.
2152 - 2154 - The 4 races battle it out with small gain/loss...
Winter 2155 - The humans land on the planet and realize they're not alone. Though some quick enginuety,
one of the two colonies survive the Hobunari onslaught.
----------
Set in the distant future on the Hobunari home planet, the planet is rich in a lot of resources.
The Taursi want to spread their ways and understanding. The Tausra want it just to take it away from
the Taursi, whom they recently re-encountered unexpectantly. The dragoonari want it because it's one
of the few planets in the galaxy that has a lot of mana crystals. The humans want it because it's one
of the few planets that support them and it's also abundant in a lot of different types of metal.
Although the story mainly takes place in Hobuni, the homeplanet of the Hobunari, there are other
dealings on nearby planets.
Taursi - Although the dragoonari were met with agression, the Taursi connect with the hobunari
on a fundemental telepathic front. Some Hobunari trust the Taursi, while some more warlike
factions hate them and their religious ways. Being at war with the Tausra, the Taursi realize
it may be a losing battle and are desperatly looking for alliances...but only if they conform.
Dragoonari - The Dragoonari reached the planet first and realize it's going to be hard to maintain
their strongholds with the Hobunari running rampant. At first they tried to establish diplomatic
relations with the hobunari, but the hobunari treated the request with agression. The dragoonari
people assume it's because of their lack of intelligence and hostile nature. Although it's
been a struggle to keep their colonies alive, they have managed to secure a large peice of land.
Hobunari - The Hobunari are split across the planet ununited against their foes. Some factions are
slightly more peaceful while some are very hostile. They still fight one another, even with the
possibily of annihilation at their doorstep.
Human Race - After burning out their homeplanet and exhausting their own natural resources, the human
race is now slowly dying out and require the planet to keep their species from their own
annihilation. Unable to procure a means to fix their overpopulation, they have, in essense,
trashed their homeplanet of earth and destroyed the very plants and animals they require for
food.
Tausra - Once banished from the Taursi homeplanet a few millenium ago, the Tausri once thought the
Tausra were only legend, a story fabricated long ago passed down as fiction. After coincidently
running into each other while exploring a super nova in a distant galaxy, the Taursi tried to
establish a diplomatic relationship, but required the Taursa to reform. The Tausra, being
deceptive by nature, tried stealing technology from the Taursi and spat at the idea of
conforming. A few decades from the discovery of the Hobunari, a war between the two began.
Both sides have endured heavy losses.
History
-----------
The Hobunari have dominated over any other creature on their planet and have spread to every continent.
They aren't very intelligent and disputes over land and resources have made each tribe hostile in
mannor. Now they have established relations to the Dragoonari who seem to just take land whenever
and where ever they please and have to make a hard decision...to unite with neighboring tribes to
fend off the "invasion" of their land, or be greedy and take what they need to destroy the invaders.
Meanwhile, the Dragoonari are enraged at the Taursi who are obsession with their ways and spreading
their ideology. Relations seemed good at first, that is, until the Taursi diplomat required the passing
of a few laws to "enhance their understanding". The Tausra, on the other hand, realized the Taursi were
looking for allies and decided to set up a base of operations to deter their relations and steal the
Dragoonari technologies to advance their knowledge of the mystical world. A few years after the
Tausra outpost was created, the humans launched their rescue operation to secure the resources from the
planet. Little did they know, 4 other races were already battling for it. Unable to spend more
resources on a new plan, they landed anyways with few resources and no real protection. After finishing
a religious world war of their own, the humans want nothing to do with the Taursi while the dragoonari
won't have the humans feed the dangerous Tausra with their mechanical technologies.
Who will be able to take the planet?
The Enlightened Taursi, who demand conformity but are in dire need of rescue?
The Magical Dragoonari, who need to harvest the required mana?
The Native Hobunari, who live there and can't afford to give up their one and only planet?
The Mechanistic Humans, who have their own crisis to escape from?
The Devious Tausra, who yern for new technology and destroy the Taursi?
Timeline Overview
---------------
Early Years - The Hobunari fight one another for resources
Summer 2147 - The Dragoonari discover the planet
Spring 2149 - The Dragoonari Set up their first outpost and try and negociate with the Hobunari
Spring 2149 - The Humans discover the planet and it's resources and start planning big operations
to overtake the planet from the Hobunari.
Summer 2149 - The Hobunari realize they're being invaded by the Dragoonari
2150-2151 - The Dragoonari set up more outposts/cities and beat back the Hobunari
Fall 2150 - The Taursi discover them and quickly set up relations with both the Hobunari and
Dragoonari.
Spring 2151 - The Taursi set up a quick foreign relations center, but end up angering the Dragoonari.
Summer 2151 - The Tausra discover the planet and realize the Dragoonari have some interesting tech.
Fall 2151 - The Tausra discover the Taursi and realize the importants of the planet and launch
their own operation.
Winter 2151 - Earth's New Year celebrated with it's launch of its 2 colony ships to save the planet.
Winter 2151 - The Dragoonari realize they may have accidently advanced the Hobunari tribes by showing
then more advanced tech while observing them to learn more about them.
Winter 2152 - The Tausra ransack a Taursi outpost, stealing a few availible technologies.
Spring 2152 - The Taursi counter attacks and kills what they believe are the Tausra that stole the tech,
however, the Tausra that stole it left the planet.
Spring 2152 - The Hobunari start building with wood...something very new to them.
2152 - 2154 - The 4 races battle it out with small gain/loss...
Winter 2155 - The humans land on the planet and realize they're not alone. Though some quick enginuety,
one of the two colonies survive the Hobunari onslaught.
Early Terrain Screenshots
Overview
Terrain Views
Gameplay Views
Updated 1/21/09
Changes - I had to redo all of the destructibles/doodads so it would all work properly but like an idiot, I initially made the grasses a destructible instead of a doodad so the game lagged. I switched them out, however, it wouldn't display properly using variations so each grass looks like all the other grass...I'll redo it again at a later date.
So you all know, the terrain is suppose to be fairly flat, the planet is suppose to be one big swamp with small steep hills with trees and bushes jutting out of them.
For w/e reason, the fog doesn't look as green in the screenshots as it does in the game, so the planet is actually slightly lighter and far more greenish.
Resources
Trees (Clustered on the hills) - Provide wood for the Dragoonari and the Hobunari
Vegetation (the red bushes, vegetables, wheat, and mushrooms) - Provides food for the Tausri, Taursa and humans
Animals (Stag, Skink, Crab, Pig, Raven and vulture) - Provides food for the Dragoonari and humans.
Metals (Iron, Copper, Magnesium and Cobalt) - Provide stone(food) for the Hobunari [T2] and metal for humans.
Crystals - Provide mana for the Dragoonari and crystal(food) for the Hobunari [T3]
Other Game information
☼The Water is acidic, only the native Hobunari can go into it.
☼There are some "poison" spots on the map that are impassible.
☼The Crystals required by the Hobunari tech 3 are the same crystals used by the Dragoonari.
☼The "stone" required by the Hobunari tech 2 are the same as the metals used by the Humans.
☼There is 1 path into each base, however, the hobunari can swim (giving them certain advantages).
☼Every doodad is used for something.
☼The Taursi really only have 1 unit type, the rest are created with their mind.
☼The Dragoonari do have a few different unit types.
☼The Hobunari have 4 classes, but have a lot of different units.
☼The Humans have 2 actual unit types, workers/engineers, the rest of the units are created through carefully engineering.
☼The Taursa, like the Taursi, have only 1 real unit, the rest are copied/created using that 1 unit type.
All of the above is subject to change. This was all just concocted a few days ago and I'm looking for people to help see it through. I'm good at balancing...I'm good at terraining...I'll cover those without a problem. The rest, including triggering, units, tooltips, interface...All of this I can also do, but its a bit overwhelming for one person. So please, if your interested in this project, come help. This project won't get done without additional help.
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