Freshwater Eukaryotes

Freshwater Eukaryotes

I started messing around with unit design a few weeks ago. At this time, the only unit we had locked in was the first capital class unit, the Amoeba. The time to start coding our first combat units was fast approaching so after several unit/combat mechanic designs, I...

Fractal

Fractal

Last post I mentioned Fractal, the game engine powering Deepfield. In this post I would like to give you a rundown of what Fractal is and our plans with it. Fractal is a networking framework like Photon or DarkRift 2, the similarities end there though. Our goal is to...

Filling in the gap

Filling in the gap

The last blog post was published on 4th October 2018; it’s been a little while since then, let me fill you in. Stefan started full time development of Deepfield early 2018. I joined him in making games in April 2018; I didn’t work on Deepfield though, I...

Space, space everywhere but no place to build

Space, space everywhere but no place to build

Real time strategy. Resource collection, base building and indirect control of units. Using space as a setting for an RTS has been technically challenging and some of the biggest hiccups came from the most unexpected places. A testament to this is the months since...

Real time strategy is dead

I loved Real Time Strategy as I was growing up. When I first played the Command and Conquer demo, (which was 3 modified missions from the full game) I was hooked. I would play it over and over and eventually I would fall into a pattern of trying to build a large...

TCP vs UDP

TCP vs UDP

The backbone of every multiplayer game is making sure the state is the same on every client. So network communication between the server and the connected clients is pretty key. If you mess that up, the whole experience falls short. Getting the data out and making...

Our first dev blog entry!

Our first dev blog entry!

Hello world! We’re very excited to be starting a series of developer/artist blog entries to keep you up to date with changes as well as plans and priorities throughout the development process. We are also very happy to hear any and all feedback. Got a bug you’d like...