On a world unknown to ours, two nations lie on the brink of war. One day a traveler returns from decades lost at sea, with tales of a distant island overflowing with natural resources. He brought back with him a single yellow crystal shard. It was soon discovered that this shard contained enough energy to power their largest city for 48 hours. Both nations race to find the source, each determined to be the one who possesses this power. Our Story is of the first military teams that arrive on the island, the mystical power that they uncover, and also, the war that it begins.
Militarium is a two player real time strategy game influenced by the ancient Chinese board game ‘Go’. Players compete in real time for control of key areas of the map. The strategies are all about map control and positioning, as opposed to unit matchups and micro-managing, which makes it perfect for play on touch devices.
The gameplay that we created combines one of the most complex strategic board games with the thrill of real time competition. Players spend power to expand and strengthen their infrastructure by building on a hex grid. The goal is to control / collect powerful weaponry and resources left behind by an ancient civilization. The ancient weapons, activated by controlling 2 of 3 temples, bring certain victory to their possessor. The ancient resources, called Militarium crystals, can fuse with your systems and be used for powerful and destructive abilities. As players expand their map control they battle strategically by using these abilities, flanking, and/or surrounding their opponent.
The technical hurdles that we conquered this year were formidable. The rules of Militarium required complicated algorithms to be enforced in real time. Next was the venture into Windows 8 development, our target platform, and writing our own Windows 8 engine, in C++. On that note, we are pleased to announce that the TimeWhale Engine, a fully functional and diverse Windows7/8 2D game engine that we created for Militarium, will be released alongside our game. Next came a login, achievement, and leveling system supported by a backend database that we also hope to one day publicly release. Last, and certainly not least, we faced the intimidating challenge of real time networking. This means that two players can connect their computers over the internet and play against one another lag free in real time.
Team - Somewhat Spherical Studios
Chris Taylor, Ian Dunbar
Chris Taylor, Colin Taylor, Jon Holtan, Ian Dunbar, Kyle Clarke, Daniel Howell, Justin Barrica
Chris Taylor, Colin Taylor, Daniel Howell, Eli Marable, John Gifford, Justin Barrica, Kyle Clarke, Adam Poit, Ian Dunbar, Jacob Robbins, Jon Holtan, Sergey Schekochikhin
Eli Marable, Ian Ryge, Kira Moser, Asma Uz-Zaman, Juliet Demacis, Richard Vallejos
Kyle Clarke, Matt Pereira