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Hostile Worlds - RTS Vertical Slice

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  • Hostile Worlds - RTS Vertical Slice

    Hello World,
    we are a group of students and we call ourselves 2nd Reality Studios. We want to show you today our project which is part of our Master Degree. We call it Hostile Worlds. It is a Vertical Slice, so it's more than a prototype but not a fully functional game. It has reached beta status. This means we achieved our goals. Actually we achieved more than this. However there is still many bugs but we have fun playing it so try it yourselves. We do not have a server browser. You have to play with a friend and connect via direct IP if you want the full game experience but you can of course host a game on your own and just take a look at it.

    Download: http://www.indiedb.com/games/hostile-worlds/downloads


    Official Beta Trailer
    http://www.youtube.com/watch?v=pzqD-eiIDH4


    Screenshots

    [SHOT]http://dl.dropbox.com/u/8816330/udk%20release/artifact.png[/SHOT]

    [SHOT]http://dl.dropbox.com/u/8816330/udk%20release/slow-area.png[/SHOT]

    [SHOT]http://dl.dropbox.com/u/8816330/udk%20release/damage-area.png[/SHOT]


    Artworks


    [SHOT]http://dl.dropbox.com/u/8816330/udk%20release/loading_screen.png[/SHOT]

    [SHOT]http://dl.dropbox.com/u/8816330/udk%20release/dt_ca_ruined_wrack1.png[/SHOT]

    [SHOT]http://dl.dropbox.com/u/8816330/udk%20release/dt_ca_ruined_wrack2.png[/SHOT]


    About Hostile Worlds:
    Hostile Worlds is a squad based real-time tactics multiplayer game for the PC. Two to eight players, divided into two teams, battle each other on a desolate alien world. Each team's goal is to collect a certain amount of alien artifacts while constantly being under attack by the opposing team and AI controlled aliens. The core experience consists of choosing your own tactic and play style by constantly customizing your squad during the game: Several unit types are available and each comes with a unique set of characteristic abilities which can be unlocked by leveling up. Each squad's backbone is the squad commander who is very vulnerable, but provides crucial abilities like healing and cloaking.

    About Second Reality Studios:
    The core team behind Hostile Worlds, Second Reality Studios, consists of three students who are studying for their Master’s degree in Sound, Vision, Games at Hamburg University of Applied Sciences:
    • Marcel “Ugluk” Koehler, Programmer
    • Daniel “danyo” Thiele, Artist
    • Nick “disregard” Pruehs, Programmer


    The following externals also do contribute to our project:
    • Sound Design, Kevin Salchert
    • 3D Assets, Peter Aldred, Jason Mathews, Chris Soyere, Pat Saweit
    • Web Programming, Brian Montana
    • Level Design, Mark Mueller
    • Technical Assistance, Pascal Bady
    • Particle Effects, Dmitry Vitkin
    • Story Writer, Stephen Kent



    The Future:
    Even though the project at the University is done some if us will keep on working on Hostile Worlds. What's not included in this build is the Map HW_Ruins, created by Mark and we also want to udate to the newest UDK version. I am goint to create Concept Art as part of my Master Thesis.

    Actually we might need talented and self organized artists in the near future who will help us to model, rig and animate and level designers who will create more maps. But more on that later.

    Edit:
    There are two important bugs you might want to know about:
    - The game crashes in multiplyer if you got steam running.
    - There is a weird terrain bug that occurs if you switch from windowed mode to fullscreen mode or tab in and out (it's an engine bug). Just scroll over the map until you can see normal terrain. (You can use the minimap too.

  • #2
    Saw the video on YouTube, and I have to say it looks absolutely awesome, guys! First rate work, up there with the best looking RTS games I've seen. I'm very much looking forward to playing this if I can make enough progress on my own project to justify the time

    Keep it up! With your talents, a job in 2012 should be no problem for you!

    Comment


    • #3
      Fantastic work guys.
      Followed the progress of the game in the WIP section, and even then you cold tell it's going to be great once done.

      Comment


      • #4
        Yes, quite impressive work. Been following since WIP as well.
        Props to you guyz.

        Comment


        • #5
          absolutely beautiful guys.. great work.. how long have you guys been working on this for?

          Comment


          • #6
            Thanks all for the nice feedback.
            We started the production (that means game design was finished) about one year ago.

            Comment


            • #7
              looks great

              Comment


              • #8
                Hostile Worlds has been downloaded almost a thousand times by now. Thank you all! This makes me very happy!
                Let's celebrate this by downloading the latest build:
                http://www.indiedb.com/games/hostile...loads/beta-054

                Known issues!
                - We know that there is still problems with pathfinding and units getting stuck. - If you have steam enabled you can't play the game in multiplayer. You also should know that only the map Desert is meant to be played. Feel free to take a look at the others but they are not for playing.


                Latest Changes
                - We tried to fix some sound related problem BUT the Client can still hear the servr sound and music.
                - The units shot now at different range and speed
                - A few new weapon effects - The post processing effectshave been brought back in.
                - The artillery is now weakened and despawns after death again - Units who get stuck are beeing respawned if they get stuck.

                Comment


                • #9
                  Picking up steam on the download count.. Looking great and it's really nice to see such a beautiful RTS done in UDK.. How was your guys' experience doing an RTS on a primarily FPS engine and what challenges did that present? Why did yuo decide to go with UDK instead of a more isometric friendly engine?

                  Comment


                  • #10
                    hi, since I'm the artist of the team I can't give you too much feedback on the technical problems but as lead and core member I can tell you this:

                    Decision:
                    - I wrote my Bachelor Thesis about Level Design in Unreal. So I knew a lot about the Editor already.
                    - Unreal has many built in features.
                    - There was no RTS game Engine to choose from. We could have made a Starcraft 2 Mod but there would have been no challenge for the coders and just more to learn for me...

                    Challenges:
                    For me as artist there were not many challenges from the technical point of view.
                    - The one and only problem is related to pathfinding and collision problems. This problem is quite big! We thought it is related to the terrain but units also get stuck in meshes sometimes. there is also a few other terrain related problems since UT3....
                    - Another problem was Scaleform. It was not BIG but stupid. When I started creating the interface in Flash, I realized that Scaleform does not support all Flash Features like layer effects and that it is better to use textures only. Vector graphics are bad from a performance point of view afaik. If you get used to that it is ok to use. Better than Unity.

                    From a programmers view I know the following: (Please note that we are using UDK and we do not have a full license but the coders wantred to learn something here or else it would have been to easy for a Masters Degree)
                    - NO HARDWARE CURSOR!!!!!!!
                    - The sound is always related to the camera... lots of work to change that...
                    - Fog of War was a big problem. We still have problems with it. You can see particle effects through it.
                    - There is a weird performance problem with all the different PCs we playtested on which is related to the engine and driver support I guess.
                    - And last but not leas. for some reason units the AI gets stuck quite often and they can't seem to fix that. I guess thats's also because we don't have a full license and can't touch any of the algorithms behind that.

                    Comment


                    • #11
                      oh and btw: let it be known that setting up the iso camera was one of the easiest things to do. others have done it too and there is tutorials and example projects out there. The biggest problem was that we did not have a full license... I think Epic could support game development in iso perspective a little more because it works.

                      Comment


                      • #12
                        Hey guys.
                        Please vote for us in the Indie of the Year Awards:
                        http://www.indiedb.com/games/hostile-worlds
                        Click on the red "vote for this game" button.

                        Comment


                        • #13
                          WoW it looks stunning great job guys

                          Comment


                          • #14
                            Hey there, we released our SVN including all assets, scripts and documents.
                            https://github.com/npruehs/Hostile-Worlds

                            Have fun using it and read the readme regarding the EULA and other licenses.
                            Read all the good news here: http://www.indiedb.com/games/hostile-worlds

                            In case you guys want to contribute something to HW do not hesitate and show it to us.
                            You should propably use the WIP thread for this: http://forums.epicgames.com/threads/...e-RTS-with-UDK

                            Comment


                            • #15
                              This is truly generous of you. Thanks for sharing

                              Comment

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