Alpha Progress Update

Posted on August 21, 2014

I figured it was about time to do an update on our progress towards an Alpha release. My original intention when I started working on this game – before it was even called Fractured State – was to create a fully moddable RTS framework in Unity and to enable content creators to have as much flexibility as possible. While this is still one of our mission statements I’ve had to make compromises in the interest…

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Menu UI Designs

Posted on June 20, 2014

It has been a bit since we last posted. We have been pushing in a more planned manner towards the alpha (or at least we are attempting organization). A result of this is that I have had to design some menu UI for various screens that Matt wanted to implement. First then is the starting screen. I grouped the buttons that will be more commonly selected, and which pertain more directly to the gameplay, along…

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Fog of War Implementation

Posted on May 15, 2014

I’ve seen a fair number of people posting on the Unity user forums over the years about how to implement some type of shroud or fog of war system. We were on the fence about whether or not we wanted it at all for Fractured State but after a couple rounds of play-testing we were pretty much all in agreement that not having it was confusing to the player. So – off I went; and…

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Warden Concepts

Posted on May 9, 2014

Ages ago I posted the concept for the Laperian Transport. I finally have the “equivalent” unit concept for the Children of the Ancients. Meet the Warden. While not directly equal to the Laperian Transport he functions in a similar protective role. He offers less overall protection, but can move far more freely. He lacks an active attack but (as our idea stands now) he has a chance to reflect damage back at enemies firing upon…

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Screenshots Of An Actual Map

Posted on April 25, 2014

We are at the point now where we are able to start making somewhat complex maps to play test on (and for me to stare at when I should be sleeping). A pleasant byproduct of this is that I can show off some screenshots with new props scattered about, many of which will end up as cover objects. In this first screenshot you can see I have placed a squad in cover facing two different…

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