WARS3D (working title)
My pet project:
- A turn-based strategy inspired by classic Advance Wars.
- The project was started on June 2022 and is being worked on by a single developer in free time after day job.
- Heavily work in progress. All visual assets were done from scratch using Blender.
- Developed in Unity. C# scripts are done in Rider IDE.
Sorry for the inconvenience: these videos work in Chrome but not in Safari:
Planned features
- Two real-world based factions.
- A range of ground units: infantry squad, anti-tank squad, self-propelled howitzer, multiple rocker launcher artillery, light tank, main battle tank, APC, reconnaissance unit (M-ATV truck). See concept art here.
- A roster of playable characters (commanding officers) with unique abilities, for example: instant repair of all units, increased artillery units' range, decreased cost of units' production and other.
- A single player campaign with a story conveyed through dialogues.
- Missile silos and destructible map elements, eg: bridges.
Possible features
- An extended range of units, including aircraft and naval units: fighter jet, bomber, attack helicopter, transport helicopter, submarine, transport ship, destroyer.
- Multiplayer support.
- In-game level editor (this feature will be very tricky to implement).
Help requested
- Financial support: currently I work at a day job at YAGER and it takes the majority of my time and energy, so the only productive time for the game I have is on weekends. The game of even this scale is quite time consuming especially for a solo developer, so being able to work on a project full time is a totally outstanding goal to achieve. I plan to continue working on it in my free time. There is still quite some content that needs to be produced. Thankfully the foundation is figured out: game code is already done and looks solid, benchmark art assets are already there. I plan to work at least for 6 months full-time in order to create a playable demo featuring main menu, one polished map, all the ground units, 2 commanding officers and a simple story conveyed through a couple of in-game dialogues.
- Promotion of a game: unfortunately I don't have enough experience and time putting effort into promotion of a game. Making promo materials like gameplay videos and articles is something I can do though.
Development progress and status
- The core of game logic is done featuring saving and loading a game (see how a save file looks), turn-based gameplay core logic, an implementation of a simple AI (see the AI evaluating all the possible unit actions).
- Graphics benchmark scene is done in the engine (see the videos). The ground truth visual reference is done in Blender: see here.
- I created a custom level editor to prototype levels and gameplay features quickly. Currently is supports features: edit tiles and units, edit trigger locations, in-editor play, saving and loading.
AI taking control of both players and making all the moves automatically.
Launching a missile at the bridge causing it to collapse.
- I created a custom in-game development console which became a fundamental tool: CommandLine.
A glimpse of game logic code.
Discord Twitter