PC, Unreal Engine 4.17
Rots'n'Bots is an entry level online turn based strategy game mixed with some real time strategy elements! Our game design revolves around the 4 following pillars:
Turned Based & Real time
Rots'n'Bots is a turned based strategy game mixed with some real time strategy elements to it. Both players play their turns at the same time while the turn system regulates resource gains as well as unit actions.
Rock, Paper, scissors
All attack units follow the rock, paper, scissors model, each unit having an advantage over the other. The 3 types of unit Rots'n'Bots have are: light unit, range unit and heavy unit. Each unit being the counter to the following one.
Easy to play
The whole idea is to have a strategy game stripped down to its essentials while keeping enough depth for replayability. The research system coupled with the unit balancing makes it so that each game is different and has its own strategies.
Rots'n'Bots is currently playable via LAN and Steam. One player will host a game which gives him access to a few match settings (Map to play, length of a turn, max amount of turns ...) while the other will join him via a server browser or via the invite system.
Hexagonal grid system
The grid is one of the most important object throughout the project. It not only allows majority of the player's interaction but also limits them. Each map has a unique grid designed for it.
One of the hardest part was to make it easily editable in-editor with enough variation for level designers to work with.
While quite basic, the player's camera is fundamental to any strategy game. Here, we wanted the game to be playable with the mouse alone. Less inputs means less complexity for the players to take in when playing.
That said, shortcuts were implemented for more advanced players. These include camera controls, UI interactions and certain gameplay mechanics.
Players can learn and train offline against the computer. The AI I designed has different play styles depending on its current state of resources, active units. If the map has a control point, the AI will also try and take possession of it.
AI navigation was achieved using A* in Blueprints which was later turned to C++ for performance.
In order to improve the hexagonal grid system, I decided to design and create a new map.
The outcome were a couple of Editor tools that made it easier to tweak and test grid designs. One in particular facilitated the repeated tests of specific scenarios by allowing designer to automatically save and spawn units arrangement on the grid.
The game was designed from the ground up to be played online. Although during most of the game's development it was played in LAN, I later implemented Steam's online SDK which allowed us to test the game remotely and play with pretty much anyone.
Data driven Gameplay
Although the game only has 9 different units and 8 buildings, the idea has always been to have the option to expand the mechanics later on. I did my best to implement these elements in a way that is easy to edit and expand upon.