Real-Time Space Tactics Game – Dev Log 1

I’ve decided to try implementing a basic real-time tactics game about a fleet of spaceships trying to journey across space to find a new home. I recently played and enjoyed Homeworld, and I think it’d be fun to tackle a project with a similar theme, but some different gameplay approaches.

Earlier today I worked with some classmates on a brainstorming assignment for my capstone class. I brought up the basic question that fueled this idea: how can you make it hurt when a player loses a unit in a strategy game? We came to the idea of making every unit unique within the game – i.e. you have to find or recruit them between missions, you can’t easily acquire more, and every ship is one of a handful of its type within the game. In addition, we came to the idea of giving each ship a character who commands it, in order to give faces to the spaceships and help the player build a connection to each one.

This is the “Design Box” and elevator pitch that we eventually ended up at for this idea.

I know my idea is one of 187 in the class, and it’s therefore not terribly likely that it’ll get picked, but I think it’s got some potential that’s worth exploring. So, I decided to start working on it in Unity. Unity’s my go-to engine for 3D prototyping, mainly because I’m familiar with it; it was the engine my Traditional Game Development team used to create White Mirror.

I decided to use a navmesh system for relatively straightforward point-and-click movement; I’m not terribly concerned about hyper-realistic physics or flight models, especially since I’m abstracting this game down to a 2D plane (at least for now – full 3D might be a challenge worth pursuing in the future). So far, so good – I’ve implemented a system for selecting ships by clicking on them (or shift-clicking, if you want multiple ships in your selection) and getting them to move around the map.

Some prime programmer art. From left to right: a flagship/battleship, a frigate, a tanker, and an engineering/logistics vessel. A nice skybox makes everything look a little nicer.

Right now I’m just sketching out ideas, especially since I’m still adjusting to the new semester. Once I figure out my school and work workload, I’ll be able to figure out a specific workflow and development schedule. My main (though admittedly nebulous) goal is to at least have a basic combat system done within a month or two.

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