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Shattered Empires

Summary :

Shattered Empires is a competitive networked, real time strategy game set in a fantasy land, where dwarven kingdoms utilize powerful runes in an attempt to reclaim their kingdom.

Shattered Empires was created over two semesters with a team of 9 in Unity.  It features unit and building creation, unit customization, and objective based gameplay.

Role:

Team Size:

Engine:

Development Time:

Genre:

Players:

Controls:

Systems Designer

9

Unity

12 Months

Real-Time Strategy Game

1-2

Mouse & Keyboard

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COPYRIGHT © 2016 FIRELIGHT TECHNOLOGIES PTY LTD. ALL RIGHTS RESERVED

Personal Contributions:

  • Created an event driven inheritance based unit system that handles basic RTS unit functionality and allows for quick and easy content implementation

  • Designed and implemented a “Rune System” that allows for real-time customization of unit stats and perks based on rune selection

  • Developed a time and objective focused resource system that rewards players for being active on the map

  • Created all player controlled units, neutral creeps, and objective defenders, including any abilities or passives they may have

  • Implemented a simple state based AI for computer controlled units that includes distanced based targeting, aggro swapping, a maximum tether range, and state reset

Post Mortem

From the very beginning, we knew Shattered Empires was something of a pipe dream from a scope perspective.  Although we were all confident in our individual abilities, the sheer number of working parts that comprised a networked RTS proved to be more daunting than any of us expected.  In order to reduce some of the project's scope, we made a number of design decisions aimed at simplifying the early resource collection phase and quickly getting players into the action.  While I think many of these adaptations were successful, the overall experience still fell flat due to sub par player guidance, overly complex systems, and a lack of deep content.

Although we didn't quite hit the lofty bar we were shooting for, I'm still proud of what we accomplished.  Although a number of things could have improved if given more time and polish, we still completed a full start to finish RTS experience with a number of unique systems that would set us apart from most other games in the genre.

The Good

The Bad

  • The automated resource system allowed players to focus their attention on the macro gameplay rather than the micro

  • The objective focused gameplay created micro goals for players to fight over, creating areas of engagement around the map other than just the other player's base

  • The core systems worked well and allowed for a start to finish gameplay experience both vs an AI and online

  • The HUD constantly received praise for its level of polish

  • The rune system was overly complicated.  It required a lot of time to navigate through and having it only apply to individual units made army diversity pointless

  • We had a lot of issues on the art side of the project throughout development.  The artists felt pigeonholed by the theme and the scope took its toll on them over time.  We eventually lost one of them to school, so a number of corners had to be cut to get a cohesive feeling theme

  • The necessity of base building in the game isn't well defined.  Players would often only build one of any given building to have access to the units they provide and never build any more. In hindsight, we should've handled everything via the main base building and placed a greater emphasis on the objectives for the victory condition.

Game Credits

  • Justin Elders - Lead Designer

  • Ryan Baker - Systems Design, Gameplay Programming

  • Jonathan Blunden - UI/UX Design

  • Dexter Canright - Networking

  • Mike Raymond - Tools/Gameplay Programming

  • Grey Davenport - Sound Designer

  • Dennis Widjaja - 3D Artist

  • Cheng Su - 2D Artist

  • Kali Wakely - Producer

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