And so, it begins once more...


RTS Jam 1998, the beginning.

Game Plan:

Create an RTS in the style of Dungeon Keeper (with alterations to the base design to fit into the RTS Jam 1998 rules, in particular: needs 1 or more selectable & commandable unit, and needs 1 or more placeable/static buildings - going to treat the "zones" as buildings for this purpose).

Aim will be 3 campaign style levels, the first level will be more of a tutorial to teach the players how to play.

Units (Haven't decided on theme yet, but stats should be applied before graphics):

  • Commands that override A.I.: 
    • Move to Location (Trigger proximity based priority)
    • Hold Position at Location (Will Engage intruders only if in range)
    • Call to Arms (Call all units to location to Engage Intruders)
  • Worker (Medium Speed, Low HP, Medium Attack Creature: Goblin Scamp, Small Skeleton, etc)
    • Task Priority:
      • Sleep -> Dig Tile -> Claim Tile -> Reinforce Wall -> Harvest (Mine) -> Harvest (Hatchery) -> Research (1x) -> Engage Intruders -> Idle
    • Housing Cost: 1
    • Upkeep: 1x Secondary Resource
  • Scout (Fast Speed, Very Low HP, Low Attack Creature: Goblin Dog, Bone Dog, etc)
    • Task Priority:
      • Explore unexplored areas -> Sleep -> Engage intruders -> Idle
    • Housing Cost: 1
    • Upkeep: 2x Secondary Resource
  • Melee (Medium Speed, Medium HP, Medium Attack Creature: Hobgoblin, Skeletal Warrior, etc)
    • Task Priority:
      • Engage intruders -> Sleep -> Train -> Idle
    • Housing Cost: 2
    • Upkeep: 3x Secondary Resource
  • Ranged (Medium Speed, Low HP, Medium Attack Creature: Goblin Archer, Skeletal Archer, etc)
    • Task Priority:
      • Engage intruders -> Sleep -> Train -> Idle
    • Housing Cost: 2
    • Upkeep: 3x Secondary Resource
  • Tank (Low Speed, Very High HP, Low Attack Creature: Goblin Ball, Death Knight, etc)
    • Task Priority:
      • Engage intruders -> Sleep -> Research (3x) -> Train -> Idle
    • Housing Cost: 4
    • Upkeep: 5x Secondary Resource
  • Caster (Low Speed, Low HP, High Attack Creature: Goblin Warlock, Skeletal Mage, etc)
    • Task Priority:
      • Engage intruders -> Sleep -> Research (5x) -> Train -> Idle
    • Housing Cost: 3
    • Upkeep: 4x Secondary Resource

Buildings/Zones (Again, haven't decided on theme yet):

  • Core (The heart of the dungeon, if this dies - it is game over), resources are carried and stored here.
    • Can spawn units:
      • Worker
  • Housing(?), Required to spawn/maintain units.
    • Each tile of housing adds 2 to the total housing allowance, total housing allowance should be limited based on map size.
    • Can be upgraded to add more to the housing allowance.
  • Mine(?), Primary resource is gathered in this zone.
    • Each tile of a quarry allows 1 worker to harvest, adjacent tiles increase yield.
  • Hatchery(?), Secondary resource is gathered in this zone.
    • Each tile of a hatchery allows 1 worker to harvest, adjacent tiles increase yield.
  • Library(?), Research is performed in this zone.
    • Each tile of a library allows 1 worker/tank/caster to research, adjacent tiles increase yield.
  • Training Room(?), Training is performed in this zone.
    • Each tile of a training room allows 1 melee/ranged/tank/caster to train, adjacent tiles increase yield.
  • Barracks, basic military units are spawned here.
    • Minimum Size: 3x3
    • Can spawn units:
      • Scout (Primary: 25 * Unit count multiplier), Melee (Primary: 100 * Unit count multiplier), Ranged (Primary: 75 * Unit count multiplier)
  • Ritual Circle, magic units are spawned here.
    • Minimum Size: 4x4
    • Can spawn units:
      • Caster (Primary: 200 * Unit count multiplier)
  • Citadel, advanced units are spawned here.
    • Minimum Size: 4x4
    • Can spawn units:
      • Tank (Primary: 250 * Unit count multiplier)

Theme choices:

  • Goblins
    • Housing - Mudhuts and Tents
    • Mine - Crystal Pit
    • Hatchery - Chicken coops
    • Library - Cave paintings and  Scrawling
    • Training Room - Scarecrows
    • Barracks - Bonfire with squat building
    • Ritual Circle - Floating crystal with markings around it
    • Citadel - Hole in the ground with braziers/torches around it
  • Skeletons
    • Housing - Graves
    • Mine - Crystal Pit
    • Hatchery - Sepulcher (Corpse yard)
    • Library - Bookshelves and Lecterns
    • Training Room - Boxing bags and Training dummies
    • Barracks - Crypt
    • Ritual Circle - Altar
    • Citadel - Umbral doorway
  • Demons
    • Housing - Effigies
    • Mine - Crystal Pit
    • Hatchery - Butchery/Torture chamber
    • Library - Experimentation chamber (Racks/etc)
    • Training Room - Cages and Dummies
    • Barracks - Spikey building
    • Ritual Circle - Throne covered in spikes
    • Citadel - Firey pit of doom

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