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A Turn based strategy/Tower defense/Empire management hybrid, with a black humor infused plot, set in a grim, disillusioned world.




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Empire In Ruins
presents a new take at strategy by merging the Tower Defense genre's detailed, recognizable gameplay with elements of Turn-Based Empire Management, in a hybrid never before seen.

Conquer, build, defend and lead Sgt. Hans Heimer in his own personal vendetta against everybody and everything.

KEY FEATURES

  • Plot driven campaign - betrayals, diplomacy and nasty twists
  • Turn based strategy - quell the rebellion, kick back the enemy and restore the law.
  • Empire management - conquer back the provinces, strengthen your command, chose your best governors and grant your military campaign a steady flow of resources
  • Tower defense-based combat - fight your battles in a new, advanced tower defense style that winks at advanced real time strategy
  • Dark humor, dark humor everywhere! - Don't smile, it's punishable.

What sets Empires in Ruins' gameplay apart from other games is the fusing of the Turn based strategy & Empire Management components (Main Map & Research) along with Tower Defense enriched mechanics (Combat maps)

AttackScene



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Combat Maps Features

  • Erect your buildings in real time and avoid having your workers killed if they walk the wrong path
  • 17 towers with unique special abilities and feats and 5 additional buildings
  • In battle resources management
  • Combine the special abilities of your towers to obtain even deadlier effects (Ever tried a flaming arrow on an oil covered enemy?)
  • Manage multiple resources, productive and special buildings
  • Deploy heroes to command and enhance your towers
  • Beware of nasty, canny enemies. They will open new unexpected paths, sabotage your towers, blow your production and get through your defenses in surprising ways.
  • Ground, air, water, amphibian and secret enemies paths to defend against.
Temples



Empires in Ruins
main map is based on turn based strategy and empire management gameplay.
The whole plot-driven campaign will be managed through here. From the main map you will access the single combat maps (according to the plot flow or in order to defend/replay maps), manage diplomacy and access regions to improve or study their assets.

TownBokeh


Strategic features

  • Expand, fortify and expand further taking advantage of the conquered regions reach and infrastructures
  • Improve the regions' production, increase the flow of resources to fund your brutal military campaign. Don't expect much help from above.
  • Handle diplomacy - Like a bull in a china shop
  • Assign trusted men to govern the regions. Beware of betrayals.
  • Manage research - More than 100 technologies to research and implement in your war
  • Each decision you take will influence the course of the story
LevelUp

Zoom 1


Few things make progression in a game as interesting as unlocking new technologies to empower your troops, weapons and economies.

Each owned region of the main map, according to its assets (libraries, blacksmiths, etc),produces every turn a certain amount of research points that are used to unlock the technology you'll need.

We’re working hard on making the system as easy to understand as possible, with the automated queuing of the requirement needed to reach the technology you want, tooltips and visual feedback to never run the risk of confusion.



Mirroring modern day society, Empires in Ruins settings dwell in corruption, betrayals and vices of the seeming noble societies. Under the gilded plating, the only truth that remains, are the Ruins.

What begins as a simple uproar in the western peripheral regions of the Principality of Koth, might in truth hide far more dangerous realities. Who's really behind the rebellion of the poor sods of the Western Marches? Who in their right mind would choose an unruly soul like Sgt. Heimer for this campaign?


Dialogue


If you like what you saw so far, you can reach for us, and take a look at the past, present and future progress of Empires in Ruins on the following places:
H&R Official Website : Hammerandravens.com
H&R Twitter Page (@Ham_Rav) : Twitter.com
Empires in Ruins Twitter Page (@EiR_TD) : Twitter.com
Empires in Ruins FB Page : Facebook.com

Thanks for reading till here, we really appreciate it. Empires in Ruins is also live on Steam Greenlight. If you think it that what we are doing is worth the effort we are putting into it, please give us a yes vote to help us moving on further!



Cheers, H&R

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First of all a little premise. We are making Empires in Ruins with pre-rendered 3d models that are turned into sprites and sprites sheets before getting into Unity. Long story short, this involves a pretty long and slow production pipeline, but allows us to use very high res textures to provide very sharp visuals. This style winks at the 90s strategy games of AoE (and ofc a lot of other ones), mixes it with Baldur's gate production workflow and then adds some sharp modern style and the option for the player to zoom in a LOT. Basically we love to show off.

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I have to say, we ABSOLUTELY love the results this far, and people all across the web seem to like it as well, but there is a higher chance of us deciding to gold plate our crotches than making another game with this style after this one. The reasons are simple: the results can be amazing, but it's harder to find a slower workflow. So, for our very first game, it's taking forever and we are loving it, ok lesson learned. For the future instead we forecast the need of producing maybe more than one game every five years.

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For those still not believing me, here we go with a set of reasons that are behind my words. I would suggest reading them if you're thinking about making an old school isometric-like strategy game with Unity3D.


I am sure you made all of your homeworks, and you finally know all the suggested (and usually very helpful) optimization technique for Unity production. Time to apply them to your new game, and see them failing one after another.

Screenshot_11


  • Forget about batching if you want to have a working "depth" in the scene. Even two objects with the same sprite and same material, if they are at different depths (either in terms of z axis or in terms of sorting layer) and some other objects are in the position between them (and it will happen often), they will require each a drawcall. The sky is the only limit. PS forget about mobiles deployement because of that.
  • If you chose 2D over 3D because the number of tris scared, don't think, if you wanna use alpha-channel endowed sprites, that you will stay too low. Sprites with alpha, and therefore with irregular contour, can use a LOT of tris and vertices too.
  • ALWAYS and ONLY use POT spritesheets. Specially if you want a high resolution and a high level of zoom in the game, this might be the only thing saving your game from being GB and GB of occupied space on disc (in Unity don't forget to crunch your textures before the final build to help this) and video memory pretty soon. Not that with POT you will fit a build easily a floppy disk if your units have many frames of animation and multiple directions, but you might have a chance to occupy less space than MKX.
  • Prepare for some math-endowed pain. You want to simulate 3d-like perspective trajectories of all kind while on a flat plane with an orthographic camera looking at it. Doable, but not as smooth as one could imagine at first.
  • One huge pain will arise if you animations are slightly more complex than basic ones as well. Unless you break them down into a lot of sub-animations (with the consequence of humungous animators to control them), what happens, let's say if you soldier attacks? Ok, it charges the hit, and at frame X of the animation it will have to cause the damage, play the hit sound, etc. Ok, so how to tell the game when does that happen? The only reasonable way it to attach an event to the animation, and till here it's ok. But one big problem might not be obvious at first. You will definitely want your game logic to run on FixedUpdates (because that's how it should run to be reliable and deterministic), but the animations run on the simple Update. Can't you forecast any issue already?
  • ALWAYS activate mipmaps for your textures. Don't even ask why, automate the idea. Activate mipmaps unless you only allow a single predefined level of zoom in your game. Keep in mind that with mipmaps active, textures grow (TL:DR imagine having a 1024x1024 texture, when you generate mipmaps, Unity will spawn a 512x512, a 256x256, etc etc versions of it). I am not trying to explain you mipmaps but know they are needed.
  • Pool pool pool objects. You're trying to take away strain from the CPU, lots of Instantiate and Destroy calls are bound to be your best friends....NOT!
  • You like Unity physics, don't you? A pity that the gravity is not aligned nor can be aligned with your game world fake vertical axes right? So it's life, unfair!

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And in the very end, to summarize a bit :

  • High drawcalls will be almost unavoidable. Drawcalls can create bottlenecks on CPU and therefore on the fps of the game. Solution is (good luck) to keep everything else belonging to the game logic as smart and lightweight as possible. Use coroutines, consider about having some operations not per frame but for example per x frames. Try and optimize for batching when you can, but be aware that for a lot of things you can't.
  • When you're considering the drawcalls, don't forget about the UI. Complex UIs, even if not only for isometric strategy games, can take your fillrate, pack it and send it to brown town in seconds. As much as I love Unity, let's say that not really everything is optimized as it should be. Wrong UI approach, a couple of dynamic text fields, one scroll view, and that little dot you see up there in the sky is your drawcalls counter. That goes to sum up to everything we mentioned above, so keep it in mind.
  • Big textures and big spritesheets mean a lot of videomemory usage. Keep that in mind and never stop aiming for a target maximum usage. True that computers nowadays are endlessly stronger than how they were few years ago only, but unless you are making a game for gamer highend PCs only (and you are probably not), any video memory consumption that risks going above 1 GB is nuts.
  • Make sure you have very good animators/3d guys in the team, sprites animation is unforgiving and uncontrollable once it gets into Unity.
  • Take a very good look at the Asset store for 2d-related ones. There is plenty of assets that for a few bucks can save you hours and hours of painful work and swearing, I guess you can imagine why it might make sense to buy them.
  • If you have a life beside developing your game, pick another style.
  • Unity profiler is your very best friend. Spend hours with it, it might make all the difference you need.

Now ok, I might be coming out of a very nasty week in which i had to charge face first against most of the above topics in the attempt to optimize the game. This might have not helped me in being nice or in sounding optimistic, even though i gotta admit that a lot of stuff got heavily improved now in these last few days.

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If I said something wrong, please, really please, prove me wrong and give me a link to something that shows what I can do better. I really hope to be wrong and to find new ways to optimize further our game!
Cheers, Emiliano, H&R

Scoundrels of Koth – Officers of Empires in Ruins

Scoundrels of Koth – Officers of Empires in Ruins

News 2 comments

Officers are a very important component of Empires in Ruins. Needed to both lead your men in battle and to strenghten your grip on the conquered provinces...

Kothian Flagship - The Bombardier

Kothian Flagship - The Bombardier

News

It was a hectic year of assets production. Our George, with the collaboration of Alessio, worked around the clock to get all the battle maps buildings...

Empires in Ruins - About the morale of a ragtag army

Empires in Ruins - About the morale of a ragtag army

News

Empires in Ruins is not about shiny heroes and well trained armies, that we already made it clear. It's more about a motley underdog armee captained by...

A tower defense with a 4X twist

A tower defense with a 4X twist

News 2 comments

Up until now, I guess it was not completely clear how 4X and Empire Management bind with the Tower Defense gameplay. Now let us go down to the specific...

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Archbishop Von Siemens-Gotsler Wallpaper 1920x1080

Archbishop Von Siemens-Gotsler Wallpaper 1920x1080

Wallpapers

Archbishop Alberich Von Siemens-Gotsler - Field leader of the Church of Kaer

Sergeant Hans Heimer Wallpaper 1920x1080

Sergeant Hans Heimer Wallpaper 1920x1080

Wallpapers

Sergeant Hans Heimer - 1st Sergeant of the Kothian Army

EmpiresInRuins - Combat map alpha - Windows build

EmpiresInRuins - Combat map alpha - Windows build

Demo 11 comments

Empires in Ruins Tower Defence combat map alpha. Windows 7 build. (other builds can be made available on request). Survive the waves of sneaky enemies...

Comments
Paratuyo
Paratuyo

good job :p

Reply Good karma Bad karma+2 votes
drHogan Creator
drHogan

thanks Paratuyo!! ;)

Reply Good karma+1 vote
SenSei76
SenSei76

Look great! ;)

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drHogan Creator
drHogan

thanks SenSei!!

Reply Good karma+1 vote
drunkonnectar
drunkonnectar

I saw some of your screenshots on Twitter and was drawn here - absolutely gorgeous! I especially love the snowy mountains with the clouds passing by. Maybe the settlements could use a visual upgrade - it does look picturesque, but next to the snowy mountains it stands no chance!

I haven't played your demo yet, will check it out when I get some free time.

Reply Good karma Bad karma+3 votes
drHogan Creator
drHogan

hi mate, first of all thanks for the kind words! we are right now working on the settlements look indeed. the thing is, we want them to look sharp, but also to look old and falling apart to give the idea of the poor region where the campaign takes place. As for the demo, i would suggest waiting as it is a very old alpha with only the a single prototype combat map. given some weeks, we should start with a closed round of beta if you are interested.

Reply Good karma+3 votes
Romexus
Romexus

Really nice how you were able to add so many customizable components to the towers.

Reply Good karma Bad karma+5 votes
StellarAngel
StellarAngel

Damn, looks really cool :D

Reply Good karma Bad karma+4 votes
drHogan Creator
drHogan

Thanks Angel!!

Reply Good karma+3 votes
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Empires in Ruins
Platforms
Windows, Mac, Linux
Developer & Publisher
Hammer&Ravens;
Engine
Unity
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Latest tweets from @ham_rav, @eir_td

RT @EiR_TD: Still #screenshotsaturday and the enemy paddle boat is over. #indiedev #gamedev #b3d by @Axel_Clavatius #gamer T.co

May 22 2017 by eir_td

RT @EiR_TD: Battle let's play - Empires in Ruins Early Beta v0841_00 Gaming.youtube.com via @YouTubeGaming #screenshotsaturday #indiedev #gamedev

May 21 2017 by eir_td

RT @EiR_TD: Still #screenshotsaturday and the enemy paddle boat is over. #indiedev #gamedev #b3d by @Axel_Clavatius #gamer T.co

May 20 2017 by ham_rav

Still #screenshotsaturday and the enemy paddle boat is over. #indiedev #gamedev #b3d by @Axel_Clavatius #gamer T.co

May 20 2017 by eir_td

RT @EiR_TD: Battle let's play - Empires in Ruins Early Beta v0841_00 Gaming.youtube.com via @YouTubeGaming #screenshotsaturday #indiedev #gamedev

May 20 2017 by ham_rav

Battle let's play - Empires in Ruins Early Beta v0841_00 Gaming.youtube.com via @YouTubeGaming #screenshotsaturday #indiedev #gamedev

May 20 2017 by eir_td

RT @EiR_TD: Setting up a Repeating Ballista killing lane. #indiedev peace and #screenshotsaturday #madewithunity #gamedev T.co

May 20 2017 by eir_td

RT @EiR_TD: Setting up a Repeating Ballista killing lane. #indiedev peace and #screenshotsaturday #madewithunity #gamedev T.co

May 20 2017 by ham_rav

Setting up a Repeating Ballista killing lane. #indiedev peace and #screenshotsaturday #madewithunity #gamedev T.co

May 20 2017 by eir_td

RT @EiR_TD: Nothing better than the smell of black powder on a #screenshotsaturday morning, right Commander? #indiedev #gamedevT.co

May 20 2017 by eir_td

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