0.2.0 Release

0.2.0 Release

0.2.0 is here and it’s starting to look and feel more like a real game. There have been quite a few updates since our first dedicated server test, here are the major ones: Game Mechanics Capital unit mutations. These are upgrades which can unlock new units,...

First Dedicated Server Test

First Dedicated Server Test

Yesterday marked an important milestone for Deepfield; we finally have something which we can demo that resembles a game. There are still lots of bugs, occasional crashes, no quality of life and incomplete features, BUT, we can host a game, multiple people can join,...

Basic Unit Movement

Basic Unit Movement

“Making a RTS is hard.” – Something I’ve heard and said a lot. In the past when I said it, I thought about fairly generic problems such as balance or networking and how they apply to a RTS. In this post, I’m going to talk about a problem...

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...