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Ionage is a game about battling space platforms. It fuses elements of turret defence, traditional RTS and even chess to make a unique game perfect for that 5-10 minute bus or train ride to school or work but is also lots of fun for longer periods at home! The aim of the game is to destroy your enemy’s platform by extending your own and building weapons to attack from different angles. Unlike traditional RTS your ‘units’ are static turrets so there is a great deal of strategy in where you place your weapons to maximise the damage they deal. The focus is fast-paced action with simple mechanics that overlay to create deep and engaging strategy. For example there are only three weapons in the game that act in a classic rock-paper-scissor triangle. This leads to really exciting battles full of counter attacking tactics and allows the tide of battle to easily turn if the player lets their guard down.

Post news Report RSS New explosions, decals and damage indicators…

Check out the latest gameplay video for upcoming space RTS Ionage heading to Android devices Q2 this year. This one shows off some nice graphical upgrades that have been added to the game including prettier explosions, decals and damage indicators. It also features the games' creator Tim get flustered as the AI that he created goes all Skynet on his ass!

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New explosions, decals and damage indicators... so pretty stuff essentially, yeah.

As usual I spend most of the time in the video frantically trying to not lose against the AI so I’ll put down a bit of extra info here.

The first thing I talk about is damage indicators. These are essentially little floating numbers that come off the platform whenever damage is dealt (or repaired). What’s nice about them is it gives you a really nice visual representation of the maths that is going on under the hood.

They make the effect of armour much clearer as you can clearly see a cannon doing 20 against a laser (0 armour), 15 against another cannon or empty platform (5 armour) and only 8 against a launcher (12 armour). This will become more and more important in the Ionage campaign as you will be able to adjust the stats of your weapons by customising them with modules, not forgetting the buffs that upgrades will offer. These little numbers will make it really clear just what effect all the stat changes are having!

The other thing I talk about in the video is the explosions. These used to be single sprite animations but now they are composite animations made up of many smaller ones. They are essentially particle-based as each bit of the explosion is a separate entity with its own randomised speed and inertia, therefore no two explosions are the same.

The final thing I’ve added which I forgot to mention in the video is the damage decals. Now whenever a unit is at or below 40% health they have a damage decal applied. This makes it so much easier to spot your enemy’s (and your own!) weakspots.

Next I’m going to be working on a few interface upgrades based on the feedback my playtesters gave me in the Alpha survey. Thanks guys!

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