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.
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)
Combat Maps Features
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.
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?
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!
Few things (well, more than few, but these are among the star ones) can make or break a game as easily as the quality of its UIs. Whereas a smart, clean and good looking UI, easy to use and intuitive (and with the proper amount of tooltips and info) can make any boarding and following gaming experience pleasant, the opposite is even more true for badly made UIs.
Overwhelm the gamer with heavy-to-read UIs with ugly visuals and clogged layouts, and the chance that he will be quitting pretty soon the game is very high. And it’s almost sure it will happen if the game is a strategy game.
While other genres can get away with not-so-good UIs, strategy games definitely can’t. Our very early UIs in Empires were of the ugly kind, even worst if that is possible.
At development time, unless you have a UX/UI designer integrated in the team since the beginning, it’s very hard to produce good UIs on the first attempt. The temptation is usually to provide as much information as possible to the player, never realizing that this ends up flooding the information layers and rendering them all uselessly anonymous. Less is more, that is a hard rule to nail for programmers mostly.
So now, with the help of a friend that did sketch for us the new layouts, we’re onto remaking the UIs. A few rules of thumb we are adopting in doing that:
In the gallery above you can see some WIPs of the new UIs, we will not show the old ones out of shame though. One last thing worth mentioning though, it’s the approach we are taking to the battle maps UIs.
Following the whole EiR approach to visuals (pre-rendered 3D to 2D sprites), we are going the same why for the UIs of the battle map. That is, our of the sketches we are modeling 3D UIs, once modeled and ready, we render them out back to 2D textures and use them as such. The last picture above shows a very early example of that, and it shouldn’t take too long before we manage to show you the real deal.
Until then, have a blast guys,
Emiliano, @DokHgn, Lead Dev
Ok, up until now we paid a lot of attention to the CPU stress in the development of Empires in Ruins, both in terms of Update and Fixed Update loops...
The rebellion you deal with in Empires in ruins spans across the whole population of the Western Marches. While the more physical and brutish types deal...
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...
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Archbishop Alberich Von Siemens-Gotsler - Field leader of the Church of Kaer
Sergeant Hans Heimer - 1st Sergeant of the Kothian Army
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