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Siege of Turtle Enclave is a turn-based strategy game with real-time battles! Through the course of the game the player must collect resources, build and upgrade mighty structures, train a wide variety of troops, cast spells, conquer territory and wage war against a mighty foe in this innovative 4X strategy game! Take command of your troops and fight in action packed battles featuring a unique real-time-turn-based hybrid system! Deploy the right unit for the job, as these battles also feature a dual-rock-paper-scissors mechanic, with diverse and powerful unit abilities for added depth and excitement!

Report RSS Siege of Turtle Enclave v0.2a Released!

Hello again and welcome to the second alpha release in the development of Siege of Turtle Enclave!

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Hello again and welcome to the second alpha release in the development of Siege of Turtle Enclave!

Siege of Turtle Enclave Alpha v0.2a

(Incase you're in a hurry, you can just download it right here and not read all the cool stuff I wrote...)

As the above video might suggest, the game has come a long way from version 0.1a, and now I'd like to share with you a little of what you can find in the game.

For those of you who have not been keeping track, Siege of Turtle Enclave is a turn based strategy with real time battles and economic management, in the final version players will slowly carve away at enemy territory while expanding their own power and eventually overthrow the enemy stronghold, restoring peace to their homeland.


For those of you who already know what the game is all about (and perhaps have played it yourself) you can expect to find more units (twice as many as in 0.1a), lots more buildings, a new technology/research system, a new agricultural system, new enemies to fight, a new movement system, and a much more exciting battle engine with the beginnings of a 'random events' system to make battles more intense. (I've included a 'Changelog' at the end of this article that has more details.)


With the second build complete most of the core features are in place, though the game is far from complete the next build should include all the primary features in some form or other, which shall include (but not limited to) a rock-paper-scissors element for battles, adding deeper tactics, goodie-huts on the world map, to make exploring a lot more fun, a new enemy AI on the world map and in battles, because the current one is just bad, and proper 'siege' events (with catapults!), it is the name of the game after all...


Unfortunately, I must confess that in my eagerness to work on the update, I had completely forgotten to make any kind of proper 'Changelog' as I was working, so I might have forgotten or left out some things...I won't be making that mistake in future updates, but for now I'll just have to list what I can remember...

v0.2a Changelog:
Added New Units:
Turtles:

  • Hoggva
  • Armored Grunt
  • Hunter
  • Herbalist
  • Apprentice

Owls:

  • Shaman
  • Slayer

Added New Buildings:

  • Metalsmith's Forge
  • Alchemist's Lab
  • Library
  • Uspakr Encampment
  • Archery Range

Added More Crops:

  • Tomatoes
  • Watermelons

Added Research (with only a handful of Techs, but it's a start)

  • Revamped Agriculture
  • Added Roads (enhance economy, faster movement of armies)
  • Revamped Movement System (now you actually have to 'plan'!)*
  • Adjusted AI Progression (more regulated, less random)
  • Adjusted Costs (for faster startup)
  • Revamped Battle Engine (more fluid, more reliable, more exciting)

* Returning players should note: Armies' movement is now constrained, selecting a group of units and moving them now marks them as 'En Route' to their targeted tile, making them unable to 'attack and return' as they could in 0.1a, in the early game this is important for protecting the Enclave, don't send the entire army out otherwise when you hit End Turn the enemy might just walk in and take the Enclave...Game Over.

Once again thanks for reading, I hope you all are enjoying this project as much as I am, until next time,

KingHeftig.
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Rafhaelbass
Rafhaelbass

I love the grafics =D and turn strategy is way better. Trying

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TheConjurersTower Author
TheConjurersTower

Thank you for your praise! It means alot to me as an artist. :) I also agree wholeheartedly that turn based is better than most real time strategy, the only RTS that can stand among turn based titles such as Total War or Civilization would have to be Dwarf Fortress, I think I can call that the deepest and most interactive RTS game ever made. Though I would welcome arguments on that point, those are fun and I always gain new titles to play~erm... 'examine for appraisal'. ;) Thanks for trying and I hope you enjoy it!

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Rafhaelbass
Rafhaelbass

Thanks for the comment, (I think) RTS games are awesome and important when applied to the time factor and "stafa" (just a opinion). As the day and night, X are stronger during the day and has a level of Stafa that requires them to rest and etc.

934gamerguy say my words, I'll play more and make some comments =)

[]s

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TheConjurersTower Author
TheConjurersTower

Awesome :) looking forward to your feedback! Thanks alot!

PS: What's 'stafa'? I'm not sure what you meant by that part...

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Rafhaelbass
Rafhaelbass

Oh sorry, is "fatigue" here =)

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TheConjurersTower Author
TheConjurersTower

Np :) Thanks for clarifying!

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934gamerguy
934gamerguy

Not bad. played for like an hour, and it was pretty fun. i just strongly hate how the camera is stuck while building, and only your body can move. that sequence should be either overhead, or fps like control. Also, building was slightly weird, and I had no idea what was happening during combat. But i agree with bass, nice graphics. Also, I think you got the start of something awesome man, just keep working, and cant wait to see the final version.

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TheConjurersTower Author
TheConjurersTower

Sorry about the camera, it is in fact intended to act in an overhead mode, but it begins 'zoomed in', scrolling the mousewheel moves the camera up or down, in the next build I'll make the camera begin 'zoomed out', thinking about that now it seems silly that I didn't do that to begin with. *facepalm*. As for building, how was it weird? I'd love to hear because maybe it could use some polish or alteration. And the battles; in a future build (probably not the next one, perhaps the one after that) I will include an optional Tutorial upon starting a new game, which will explain most of the game mechanics within some kind of narrative, and will include a 'mock-battle' to learn the ropes, until that time players will have to content themselves with the Manual.pdf I included in the download, or asking for help in the forums. Hope some of that helps, and thanks for your feedback and compliments! It will help to make the game better!

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alienfreak99
alienfreak99

The new turtles are awesome!!

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TheConjurersTower Author
TheConjurersTower

Glad you like them! :)

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