100 Experience Points
An Adventure in Indie Game Development

About The Game

If you’re looking for a quick description of the game I’m attempting to make, you’ve come to the right place.

I’m making a real-time strategy game.

Wait a second. Let’s take a step back and describe what an RTS is usually like. Real-time strategy games imply collecting resources to allow you to build structures, which allow you to build units, which you then send into combat against your enemy who is doing the same thing. Usually, there’s a component of research involved. To unlock Camel Riding Gnomes, you must first research Pointy Hats and Lumpy Saddles. But then your Camel Riding Gnomes can outlast your enemy’s puny Squirrel Acorn Cannons in a battle royale.

You send your blob of units in to battle against your enemy’s blob. The forces of both sides get worn down, but because gnomes have +15% protection against nuts, you end up with two or three of them left around at the end, which you then use to destroy their Rodent Barracks, crippling them for the rest of the game.

I’ve had a lot of fun building legions of Camel Riding Gnomes to do my bidding, but I’ve always had two complaints:

  1. It always feels like it’s less about strategy and more about micromanagement. Whoever can click on the right units and assign them to attack the right enemy fast enough and frequently enough will win. Strategy games should be about strategy, not about micro-management.
  2. When my Ogre-ling of Many Swords is killed, I don’t care. I just go build another one. My units are dispensable and replaceable. I’m not invested in my units. I’m never saying, “I’d better keep my Ethereal Pus Oozer back, because I’ve only got one, and I don’t have time to recruit and train another one before the next battle, and he’s going to be critical then.” Or, “These guys just went through a lot. I’m going to send this other unit in instead, and let these guys recover.”

So the game I’m making is a space-based RTS where micromanagement is eliminated and you can actually focus on strategy, and where you’re actually invested in your units on the battle field. Those are my two core requirements: strategy over micromanagement, and invest the player in their units.

As things get going, I intend on having development versions of this game available for people like you to try out. When it’s available, please give it a shot and help me learn what works and what doesn’t. Help me make the best game possible in the 100 days that I have.

2 Comments

Windwalker

31 January 2013 at 07:41 pm

Will there be space-gnomes riding space-camels?

Gnomocamelonauts?

RB Whitaker

31 January 2013 at 08:09 pm

Indeed. It is a key part of my requirements document. Space camels throughout. I think that this is what’s really going to sell the game in the end.