Age of Chips
We're facing a chip shortage.
So lead the expansion into space to collect resources to maufacture more chips.
Be careful, though, there's another rival company trying to do the same.
Destroy all their units to demonstrate the feebleness of their attempts to compete with you and that they were only delaying the inevitable!
Destroy all your rival's units in order to win!
- Collect the three types of resources with your harvesters
- Build more units from your base in the top left
- Upgrade your base to gain access to new units
- An RTS game?
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+ Left click on a unit to select it
+ Right click ground to move
+ Right click enemy to attack
+ Right click mine to harvest
+ Drag select to select multiple units
+ Pan around with arrow keys or WASD
+ Zoom with mouse scroll
+ Press H to select your base
+ Press ESC/F10 to open info panel
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Browser version will remain the jam version until the rating period is over.
There is also a Windows download available of the jam version
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There are post-jam versions available as Windows downloads that address the feedback I've received.
I will update the browser version to the newest post-jam version after the rating period is over.
1.2.0
- Added minimap
- Mouse panning
- Added visual base upgrades
- Implement player laser colours
- Re-balanced ship DPS
- Added engine VFX
- Unit spawn VFX
- Add explosion VFX
- Shoot from all guns at once
- Add background asteroids
1.1.0
- Limit bounds to within player view (Bake at [9.4, 10, 9.2), revert to (10, 10, 10)]
- Player starts with 100 gold
- Increase harvester capacity to 30
- Increased all resource mines to 10,000
- Decreased Base level 3 Gold upgrade
- Moved Black Matter mine closer to player
- Increased move speed of all units
- Implemented indicator for move/attack/harvest
- Added SFX
- Added BGM
- Lighting overhaul
- Bobbing animation
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So lead the expansion into space to collect resources to maufacture more chips.
Be careful, though, there's another rival company trying to do the same.
Destroy all their units to demonstrate the feebleness of their attempts to compete with you and that they were only delaying the inevitable!
How to play
Destroy all your rival's units in order to win!
- Collect the three types of resources with your harvesters
- Build more units from your base in the top left
- Upgrade your base to gain access to new units
- An RTS game?
----------------------------------------------------------------------------
+ Left click on a unit to select it
+ Right click ground to move
+ Right click enemy to attack
+ Right click mine to harvest
+ Drag select to select multiple units
+ Pan around with arrow keys or WASD
+ Zoom with mouse scroll
+ Press H to select your base
+ Press ESC/F10 to open info panel
----------------------------------------------------------------------------
Jam version
Browser version will remain the jam version until the rating period is over.
There is also a Windows download available of the jam version
----------------------------------------------------------------------------
Post-jam version
There are post-jam versions available as Windows downloads that address the feedback I've received.
I will update the browser version to the newest post-jam version after the rating period is over.
Post jam changelog
1.2.0
- Added minimap
- Mouse panning
- Added visual base upgrades
- Implement player laser colours
- Re-balanced ship DPS
- Added engine VFX
- Unit spawn VFX
- Add explosion VFX
- Shoot from all guns at once
- Add background asteroids
1.1.0
- Limit bounds to within player view (Bake at [9.4, 10, 9.2), revert to (10, 10, 10)]
- Player starts with 100 gold
- Increase harvester capacity to 30
- Increased all resource mines to 10,000
- Decreased Base level 3 Gold upgrade
- Moved Black Matter mine closer to player
- Increased move speed of all units
- Implemented indicator for move/attack/harvest
- Added SFX
- Added BGM
- Lighting overhaul
- Bobbing animation
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Comments25
I would have loved to add a minimap but just getting the game finished in time really came down to the wire, so there were a lot of quality of life features that didn't make it in.
@fromage It's funny, my initial concern was that the game would be too fast if the harvesters were too fast. Guess I fixed that problem :upside_down:
@caramelcode There unfortunately wasn't any audio. Like you said, it was very ambitious and audio is always one of those things that gets sidelined. If I work on the game any more, I will definitely add audio
@quinn-patrick Thanks for the time breakdowns, that's actually really helpful. I was still working on finishing up the game flow just minutes before the deadline so needless to say I didn't have much time for playtesting.
@sacredbacon Running out of resources was also something I was concerned about as I didn't have time to test that out either. Thanks for the data :sweat_smile:
My initial plan for the harvesters was that they would increase in efficiency as the base was improved - but that got scrapped due to running out of time. :slight_frown:
My second attempt I prioritised wiping out all enemy harvesters.
A minimap is definitely needed.
I like the ship designs, and the avoidance is nicely done. Harvesters occasionally get completely stuck on each other though.
I kept losing my scouts out of bounds because they would chase enemy harvesters out of the play area.
The pacing was too slow, and it is pretty easy since the enemies are mostly static.
Can you not attack the enemy base? It would have been good to state the actual goal somewhere in game.
The harvesters continuing to attempt harvesting from an exhausted mine is a bug that I unfortunately couldn't get back to - I was hoping it wouldn't be too bad, but I guess it is problematic.
Losing units out of bounds was definitely a concern of mine, and I may have to rethink how bounds work so that doesn't happen.
I had very ambitious plans for how the AI was going to behave. I wanted them to send occasional small harrassment waves, and have dynamic patrols between resources, and have them respond to the player's base level and build units based on the amount of resources they were making - all that along with story-based twists as the game goes on. Alas, the weekend is only so long.
Building health/damage was something that I hadn't implemented initially that, in hindsight, could have provided a better win condition of destroying the base.
Thanks for playing!
am really interested on how the pathfinding was implemented for multiple units :open_mouth:
overall great game!
The audio will enhance a lot of certain aspects (like combat)
I see potential here, congratulations for the entry and keep it up!
@koalatte The pathfinding was actually just Unity's standard pathfinding. It seems it's not too bad when you don't have *too* many units/collisions. I allowed for a wide margin of error when moving somewhere, but it still breaks down - especially when you have bigger units. If you play the post-jam version, I increased the speed of the harvesters, which helps increase the pace of resource gathering.
@svemir Yeah, given my overambition, I didn't have much time for balancing/playtesting the final game. So, running out of resources is a problem in the jam version.
There is already a post-jam version available for download!
There's a bunch of balancing, audio, effects, and polish. Check it out if you're interested in the game as I had envisioned it (I spent about as long as the jam again on the post-jam version :sweat_smile: )
As one of the original Command and Conquer fans, seeing someone just attempt an RTS in a two day Jam is impressive. The artwork, smooth play, and intuitive controls are well implemented and point towards great potential. Although, as mentioned, the start is pretty slow and the lack of audio really limits mood/emersion. I see there are updates which address these issues - I hope this project takes you far!
The art side worked quite well, with the UI looking good overall and quite a lot of models (the bases, different units, rocks & resources).
However, as the game is way too ambitious for a jam format, there are definite issues.
First, the pace and balance of the game in the jam version were very off, with everything being too slow, the resources too limited, etc... Also, some features were lacking such as minimap or audio, and a lot of minor UX things. The lack of a real AI for the enemy also removes a great part of the fun.
I'm also happy that @houvv made time to help me out with models so the game actually has content as well.