My take on the theme 'beneath the surface' was to harvest a resource that's sparsely distributed underground, and for that to be the basis of an economy.
I chose pigs foraging for truffles, because I thought it would be hilarious seeing an army of pigs strip mining the land!
- Mouse, and Keyboard for the camera
- Diverse array of animated units to play with.
- Move/Attack orders can be directly targeted at other units, or targeted at world points. Auto-attack behaviour for idle units.
- Buildings allow purchase of units, upgrades to unit stats, and unlockable spells.
- Combat system sees weapon damage reduced by armor. Reload timers for weapons. A simple particle system shows projectiles, impacts, and unit death. Screen shake is added for cannon fire.
- I spent about 20 minutes at the end trying to balance the game better, and arranging the buildings more logically.
Alas I didn't manage to write all of the features I wanted in the game in 48hrs, so the following things were left out:
- Minimap does not function.
- No fog-of-war / visibility mask.
- No base construction nor repairs to damaged buildings.
- The range of sound effects is limited, and sadly I didn't have time to add unit responses "yes m'lord?" etc, which I really wanted to :(
- No pathfinding about the environment, which meant no collision detection with the environment either, otherwise the CPU player would get stuck.
- The AI for the CPU player is too simple and easy to defeat.