Spellwrath - Deadlock.. but different
Posted: Tue Dec 13, 2016 4:13 pm
Hey Everyone!
Sorry if this is a bit out of the blue. I'm a huge, huge Deadlock fan. Been playing it for ages and still do from time to time.
As a matter of fact, I've been working on a Deadlock-like game since 2014 called Spellwrath. I've actually used galliusiv.com as a source for balancing the game and a lot of game design decisions!
To explain better what Spellwrath actually is, I think it is best to compare it to Deadlock, and see what's different.
Same as in Deadlock?
- Turn based Strategy ( )
- You conquer territories / domains by attacking your enemies
- You can strategically place your Units at your domains for a future attack or defence
- You can build buildings & units in your territories
- Your buildings have an effect on combat and can get damaged
- You gather resources through buildings
- You can research new tech
- And a lot of smaller details I'm forgetting at the moment....
Differences?
- Hex'es instead of Square Grids and is in "3D"
- Combat isn't just an animation of what happened, but rather you play a game of turn based tactics for each battle.
- It has a fantasy Setting (the original version I started in 2010 actually had a battletech setting, but due to copyrights...)
- More focus on the Units & Combat - Leveling, Equipment, Upgrades.. Wouldn't it have been cool to have a hero Holocaust Cannon that is able to destroy entire armies?
- Less focus on micromanaging your territories - No "morale" for example and fewer resource types.
- Story during the game - but you can also play it in a pure conquest mode
- You can look inside buildings
- No filthy naval Units
The game is actually quite far along! I'd estimate around 50% done.
My plan is to release by mid-2018, hopefully earlier!
If you are interested, I regularly post updates on Twitter or you could join the Mailing list on the website or just post here with questions
And here is an assortment of some screenshots and stuff.
(I also just realized that I never made a GIF or Screenshot of actually building buildings.... my bad. If there is interest, I can make some though)
Combat - Note that the Combat Grid is the same grid you build on
Building Interior
Some Characters
On the technical side:
The Game uses a custom engine written in C++ using the new Vulkan library. It Features real-time raytracing on the Voxels and mixes that with standard Sprites, to create this fake 3D effect.
Cheers,
Michael
Sorry if this is a bit out of the blue. I'm a huge, huge Deadlock fan. Been playing it for ages and still do from time to time.
As a matter of fact, I've been working on a Deadlock-like game since 2014 called Spellwrath. I've actually used galliusiv.com as a source for balancing the game and a lot of game design decisions!
To explain better what Spellwrath actually is, I think it is best to compare it to Deadlock, and see what's different.
Same as in Deadlock?
- Turn based Strategy ( )
- You conquer territories / domains by attacking your enemies
- You can strategically place your Units at your domains for a future attack or defence
- You can build buildings & units in your territories
- Your buildings have an effect on combat and can get damaged
- You gather resources through buildings
- You can research new tech
- And a lot of smaller details I'm forgetting at the moment....
Differences?
- Hex'es instead of Square Grids and is in "3D"
- Combat isn't just an animation of what happened, but rather you play a game of turn based tactics for each battle.
- It has a fantasy Setting (the original version I started in 2010 actually had a battletech setting, but due to copyrights...)
- More focus on the Units & Combat - Leveling, Equipment, Upgrades.. Wouldn't it have been cool to have a hero Holocaust Cannon that is able to destroy entire armies?
- Less focus on micromanaging your territories - No "morale" for example and fewer resource types.
- Story during the game - but you can also play it in a pure conquest mode
- You can look inside buildings
- No filthy naval Units
The game is actually quite far along! I'd estimate around 50% done.
My plan is to release by mid-2018, hopefully earlier!
If you are interested, I regularly post updates on Twitter or you could join the Mailing list on the website or just post here with questions
And here is an assortment of some screenshots and stuff.
(I also just realized that I never made a GIF or Screenshot of actually building buildings.... my bad. If there is interest, I can make some though)
Combat - Note that the Combat Grid is the same grid you build on
Building Interior
Some Characters
On the technical side:
The Game uses a custom engine written in C++ using the new Vulkan library. It Features real-time raytracing on the Voxels and mixes that with standard Sprites, to create this fake 3D effect.
Cheers,
Michael