Posted: April 3rd, 2014 | Author: admin | Filed under: Rapture | Tags: Making-of | No Comments »
Here’s a bit of detail about how the idea of the game came about. The concept of the game was originally conceived between sessions of Counter-Strike and Civilization, two very addictive, but very different games. Could a game combine the high-stakes, short-round-times of Counter-Strike into a world conquering game like Civilization? Could Civ be sped up and pushed into a quick throwaway 5 minute round?
Games of Civilization can take many hours to complete, and whilst this is part of the game’s appeal and charm, it can drain time and put a strain on relationships with loved ones. We wanted to create a game with the essence of Civilization, but boiled down for quick 5 minute blasts of gameplay, especially appealing on mobile while you’re out and about. In the same way you can jump in and play a quick game of Counter-Strike. As well as the length of games there’s also the endless clicking and micro-management in Civ, which while fun on PC, doesn’t always work as well for fast, intense games. We wanted a more fluid, strategic game, which focuses on the bigger picture.
We started off by implementing many of the features found in the original game (at least in a simplified form) on a smaller globe. With settlers and units running around, founding cities and attacking enemies. From the start we wanted the gameplay to be in realtime, rather than turn based, to push along play, and most resource management is automated, so the player doesn’t have to micromanage.
Initially the game was difficult to play, with too much to monitor at any one time and still far too long. Elements were then stripped out and simplified. Eventually we arrived at a good balance between the detail of the original and the quick play we were hoping for. For a while attacks were between individual cities, and regions shifted around these cities, but this was found to be awkward and confusing, so the idea of static regions was added. The gameplay naturally became more arcade, but we have attempted to balance this against keeping the strategic feel. In fact a lot of the original elements are still in play behind the scenes – Settling, Terrain bonuses, Detailed attack calculation etc.
Miracles were added later as a way of directly intervening in the affairs of the planet and preventing Civilizations dominating too quickly. They are inspired by the miracles in another classic – Populous. At a similar time, the game became more themed on the idea of vengeful gods and rapture.
We’re hoping to get a beta version out in the next few months, so we can get some feedback on whether you feel we’ve got the balance right. If anyone that would like to get involved with the beta and give us feedback, please keep an eye on our facebook and twitter pages for upcoming details.
Counter-Strike by Valve
Civilization by Sid Meier
Populous by Bullfrog
Posted: March 25th, 2014 | Author: admin | Filed under: Rapture | Tags: gameplay, rapture | 1 Comment »
We thought we’d give you an overview of how the gameplay works in Rapture – World Conquest. Please note the graphics are a work in progress. Let us know if you have any thoughts, ideas or comments. Thanks
The game focuses on you as a god battling other gods indirectly for souls and land on a fertile planet. Your ultimate aim is to take over all regions of the planet and wipe out your enemies.
At the start you have the choice of your starting region; taking into account its strategic position and its production value. High production regions will be quicker to increase their armies. You can choose a small island and enemies will not be able to reach you until their technology is sufficient, but you may limit the space you can spread into.
Initial Starting Positions
Armies and battles
Once settled, your armies will start to increase and allow you to direct units to attack neighbouring regions. Initially a lot of the game regions will be neutral and simple to conquer. But as civs run out of space, they will increasingly attack each other. Attacking is a case of tapping a region and tapping where you wish to attack. Armies will be sent out to the selected region and battle will ensue! If you are able to reduce the defending armies to zero that region becomes part of your civilization and will start producing friendly armies.
Taking over regions with your armies
Your scientists are constantly at work to produce bigger and better technology. As you progress through each technological age your armies become increasingly more powerful.
Miracle Being Dropped
Across the bottom of the screen is the mana bar. Mana allows you to unleash miracles on the planet, the more mana you have, the more miracles available. More destructive miracles require more mana. As the bar fills the miracle icons will become available to drag onto the planet. The bar fills faster the more followers you have praising you. Most miracles are destructive natural events – such as earthquakes, hurricanes and volcanoes. The meteor strike is the most destructive and will wipe out most armies in its impact zone. Other miracles will affect regions through cowardice, disease and famine.
The right bar is the production balance options. You have the choice of directing production to one of four options – religion to boost your mana creation, military to concentrate on army strength, science to advance quicker in technology or food to increase the number of armies being produced. With nothing selected production will be balanced across all four.
The left bar gives further game options – power-ups to boost your powers, as well as a button to balance your armies across all regions and another to choose how many units you want to deploy each time you attack. Finally the top bar provides game information to see how you are progressing in your world conquest.
Your game progresses as you battle for regions; directing your armies and raining down miracles. Your armies may be overwhelmed in which case your remaining followers will be vanquished to hell. If you overcome your enemies and dominate the globe you can then rapture your followers up to your heavenly realm in beams of warm light blue.
Posted: March 13th, 2014 | Author: admin | Filed under: Uncategorized | Tags: miracles, video | No Comments »
We have video of the game to show off! It’s a short vid of some of the miracles available in the game. As well as sending your followers to destroy your enemies, as god you also have the option of hurling pain from above. The more followers you have, the more mana you gain and this can be converted into miracles. Currently you have utilize earthquakes, hurricanes, volcanoes, floods, meteors and a others that aren’t seen here.
The video has the HUD turned off and the number of AI miracles turned up to max to really pound the planet. The final game will be calmer
Posted: March 10th, 2014 | Author: admin | Filed under: Uncategorized | No Comments »
Rapture – World Conquest
The Rapture is nigh! The heavens battle for the right to rapture!
Guide your followers through the ages to vanquish the unbelievers in the surrounding kingdoms. Should you focus on military engagements? On science and technical achievements? Or improve farming and boost productivity? Or perhaps your followers should lavish their time on praising you, giving you the power to unleash devastating miracles on the globe.
You are a jealous god, wipe out the peoples of your rivals, conquer the world and rapture your people.
HUD in progress
The Rapture is nigh!
Announcing our first title “Rapture – World Conquest”, due out in the summer 2014 for iOS.
It’s a real-time strategy game that puts you in the celestial shoes of a jealous god. The game sees you guide your armies to conquer the other civilizations populating the planet. Send your armies to take over regions and expand your realm.
As your followers rise in numbers their adulation allows you to unleash devastating miracles – meteors, earthquakes, hurricanes, floods and other death from above. Conquer the globe and as the supreme deity you will rapture your people up to heaven and leave your remaining enemies to the apocalypse.
Inspired by classic god games such as Civilization and Populous, reinvented for quick games on mobile. There will be dozens of missions, achievements and unlockable content.
The screenshots are taken from a work in progress, but should give you a taste of the game. Feel free to ask any questions. We’ll be posting a video of some game play soon.
Animation of the World
Posted: February 12th, 2014 | Author: admin | Filed under: Uncategorized | No Comments »
The game is progressing well. We have some great effects for the various miracles that are in the game (think Populous) and lots of new audio to make them come alive. We’re also working on a 3D sound engine that should make the effects emit around the world. Hopefully the screenshots should be ready in the next few weeks to give you a better idea of what we’re creating. Don’t want to spoil it too much!
Development has been slightly hampered by the new Sid Meier humble bundle – which means once again at least half the team is currently a slave to Civilization. Haven’t tried the expansion packs yet! Our title has a lot of similarities to Civ, so I can tell myself that it’s research.
Hard to believe that the original is over 20 years old. I still remember coming back from Compurama (Southend’s principal games shop!) with the box and leafing through the unusually massive manual. Such an immersive world, it blew me away at the time. I’m impressed with Civ 5, it looks fantastic and there’s a great deal of depth to it. Shame I can’t devote the same amount of time I had 20 years ago.
Here’s the Humble Bundle site – https://www.humblebundle.com/
And an interesting (if short) interview with Sid Meier – http://www.edge-online.com/features/sid-meier-and-the-dawn-and-rise-of-civilization/
Posted: January 20th, 2014 | Author: admin | Filed under: Uncategorized | No Comments »
The main menu reskin is starting to come together. We have a nice parallax effect going, which is a little better than the coder art that was there before. I really want to get some screenshots out and give some details on what we’re working on, but you’ll have to wait a little longer – it’s a little too rough at the moment for public consummation. I will say that it’s a god game, in the tradition of the classic god games that Andy and I both love (especially Civilization and Populous).
Also been battling with coming up with a name. It’s difficult to decide whether it’s best to go for a simple name that tells someone browsing on the app store exactly what they are buying, or whether to go for something a little more poetic and creative. Hopefully we’ll be able to decide on something that can do both.
Finished Zelda: A Link Between Worlds yesterday – a fantastic game, I never get tired of the zelda series. Interesting to see the crash in Nintendo’s share price today with a lot of people predicting their imminent demise. Personally I’m sure they will bounce back. They have a knack for rising back from the ashes.
Posted: January 10th, 2014 | Author: admin | Filed under: Uncategorized | Comments Off
Finally finished Call of Duty Ghosts. I say “finally” because it was starting to feel like I was blindly blasting my way to the end. I’ll admit there were some spectacular moments, going through the sky scraper floor by floor was thrilling and a few of the larger battles got the heart pumping (I’m telling myself these were equivalent to moderate exercise). But it’s not the same. Not the same as it was playing Modern Warfare.
Anyhow, it’s also good I “finally” finished COD, so I can concentrate more on our title. Lots of new effects going in at the moment and the design for the frontend is slowly being added. Hopefully things should be tidy enough to post up some screenshots soonish.
Posted: January 1st, 2014 | Author: admin | Filed under: Uncategorized | Comments Off
This is gearing up to be a busy year for Tundra!
Over the next few months we’ll be diving deep into the social side of the interweb, trying to get our name out there. There will be details of our first title which is coming along very nicely thank you. Please share, follow, like and everything else you can do to help.
Posted: December 22nd, 2013 | Author: admin | Filed under: Uncategorized | Comments Off
My 7 year old son has taken quite an interest in writing games and is constantly coming up with ideas for our forthcoming title. Here’s a sketch he did for some coin icons:
He has been fascinated by a couple of packages available for kids, which allows them to create their own little games and at the same time teaches them the basics of programming in a fun and engaging way.
Scratch (http://scratch.mit.edu/) is an easy package to pick up and play with. It’s visual programming where routines can be built up by dragging and dropping coding elements. Kids can quickly jump in with thousands of example programs and start modifying them to create their own little games. Moving on from that there is Stencyl (http://www.stencyl.com/) – which takes the visual programming to the next level with a much deeper and wider array of programming concepts – including events and behaviours. In fact Stencyl programs can be published on Android (with a license fee).
Also there’s a new initiative in the UK to try and push for coding to be taught earlier in primary schools, which I think is vital to getting a computer literate next generation. Code Club (https://www.codeclub.org.uk/) asks for volunteers to teach programming to 9-11 year olds. I’m hoping to get involved with this in the new year.
Posted: December 13th, 2013 | Author: admin | Filed under: Uncategorized | Comments Off
I love living in the country and working from home. I can work in my pants, raid the fridge and turn my music up loud. I do miss chatting with colleagues in the communal kitchen and wandering into town after work, but I think the advantages greatly out weigh the downside.
The main pain for me is the internet speed. I know it’s a 1st world problem, but getting 100kps makes it feel like the 90s again. It gets even worse around 6 when everyone in my street gets home from work and tries to share in the internet trickle that comes out the cable. (whinge ends)