EvoWars

In an effort to consolidate all notes on the EvoWars Project, you can find all release updates and backstory on the game universe here on this page along with links to other relevant details.  Enjoy!

If you want to understand why I built and released my own game, check out my blog post - "Gaming - For Fun and Exploration"

EvoWars [Current Release on Kongregate]

Background

EvoWars takes place in a distant part of the universe where three racial fractions have arose and fight for domination over various galaxies... as time passed, traditional weaponry evolved into heavy mechanized drones and then into Bionics.

Each race then began developing their own Biologic Avatars to colonize and conquer worlds using the newly discovered Aural-Metal technology.  This material shaped and adapted to its environment, evolving over time, allowing for the factions to get stronger and stronger by defeating its enemies.  These's Aural-MEtal Bio-Avatars (or AMEBAs) became the predominate weapon of choice as the wars continue to rage on where faction leaders possessed the mightiest AMEBAs.

You enter the scene as a new recruit for one of the three factions:
  • the Brainiacs - race that has developed psionic abilities;
  • the Gargants - a fierce race of gigantic monsters;
  • the Locusts - an insect-like race that overwhelms enemies with their sheer numbers.
As an avatar pilot, you are assigned a POD (Parthenogenesis Omni-Deployment unit) and an AMEBA shell and sent off to conquer your corner of space.  

Mechanics (Full Planned Game Concept)

Each player's AMEBA begins in the same state, though it will have different evolutionary preferences based on the faction you choose.  This faction choice will affect certain stat gains and the likelihood to mutate and evolve into specific strains/species and the development of certain skills.  

As you progress in rank and power, you will be granted additional PODs allowing you to keep different AMEBAs.  This allows you to diversify your arsenal for battle and create diverging strains of AMEBAs.  

When you reach sufficient rank, you can choose to leave your faction to go rogue - starting your own Guild or becoming a Freelancer.  These options open up the possibilities to trade among the different factions, interact with the global quest and bounty system, and participate in Planetary Battles.

In the early stages, you participate in the Micro Battles, where you are pitted against your peers in simulated combat.  As you advance, you open up opportunities to fight against other factions to win territory and planets for your faction.




Releases

::Planned Major Updates::
 - Full Stats, Color Tints & Sizing
 - Multiple Units Feature
 - Kongregate API integration - High Score Feature
 - Persistent State - Save & Load Feature
 - Hosted Server - PvP Feature
 - Mobile Version Release

(Future Release?)
 > Inventory Manager
 > Re-scale all unit stats
 > Remove keyboard commands used for testing (create debug mode)
 >> Pause menu in-game
 >> More background music selections
 >> Refactor 'Scene Handler' class to accommodate all functions
 >> Change base hit zone to off-screen behind deploy area (not implementing, at this time)
 >> Prestige system / tiers
 >>> Create leaderboard with Kongregate API for highest score (not sure how to do this yet)
 >>> Build Save / Load feature to store AMEBAs (much more challenging than expected...)

2018.1.4 - v0.03 - Live on Kongregate
 + Implemented Multiple Units / List of Units feature
   - Deploy multiple units
   - Upgrade multiple units
   - Change from object reference to list reference
 + Implemented Unit Preview within the Upgrade Screen
 + Fixed distortion on Tutorial Screen / Resized to be larger
 + Refactored time delay for click-through on GameOver popup screen
 + Balance Issues: Set caps for speed 200 & reload (0.5)
 + Change: Unit Upgrade System - one cost for all upgrades
 + Change: Unit Upgrade System - upgrade increments to balance with cost


2017.11.23 - v0.02 - Live on Kongregate
 + Implemented Sound Manager in Preloader to fix delay in music
 + Implemented Canvas pop-up for winning / losing in-game
 + Implemented Reload Timer as function of Unit Manager class, instead of deploy script
 + Implemented options menu for switch music and sound on/off
 + Implemented Scrollable view for Credits scene
 + Implemented Defense Stat & Block Calculations
 + Removed 'Quit' button
 + Added Tester to Credits scene for comments and feedback
 + Added Defense to Upgrade Options
 + Added Reload to Upgrade Options
 + Added Descriptors to POD Shop
 + Added Score / Bio on Main Menu
 + Added Level Indicator on Main Menu
 + Added click option after GameOver screen pops-up
 + Update: Level does not reset after player loses
 + Balance: Changed enemy speed calc to slow down speed increase each level
 + Balance: NEW - Enemy respawn rate increases each level
 + Implemented Auto-Pathing to keep from units from turning around (rotation bounded at 45 degrees)
 + Update: Attack / Damage Calculation uses '* Delta Time'
 + Balance: Adjust attack values & calculations to scale properly
 + Built a tutorial scene with screenshots
 + Build color tinting feature based on Stats
 + Implemented Size scaler based Stats


2017.11.04 - v0.01 - Live ALPHA
 + Released on Kongregate
 + Released .exe version via Google Drive
 + Implemented Main battle engine mechanics
 + Implemented Main Menu
 + Bio Upgrade system (proxy for adaptive upgrade system)
 + Implemented Music & Sound effects
 + Animations for in game units
 + Implemented health bars
 + Implemented Level system and random deployment for enemy trainer simulation

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