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“After the Fall” is the newest in real time strategy games combining sci-fi with military elements. The story of the game will take place in different countries with different settings and your mission will be to defend your planet from a new threat. From greenlands to forests and from urban warfare to snowy battlefields you will have to use all your strategy to overcome an enemy that is far superior in strength and size.
Hello everyone on another update of our real time strategy game “After the Fall”.
Today we will show you some thing different than just units as we were doing for the past few times. We will show you the UI (User Interface) for the ECF faction, how everything works and what you should be paying attention to.
We will start by showing you a general look of the overall design of the UI.
The UI has been created in such a way that some of its parts can be hidden in order to save more screen space. The player will always be able to choose if he wants to see these elements or not. Following are 2 images of how it looks when different elements are being disabled.
In the UI the player will be able to open and close 2 elements. The first is the production bar and the second will be the radar. Both of them can be opened and closed at will.
In the lower left corner you can see a panel that has 2 functions. First the ECF logo acts as the deployment button for the headquarters. This is the main ECF building and from this you will be able to expand your base. The rest of the buttons are the special abilities that you will be able to use. When you build a special building the corresponding special abilities will activate. When you use each one it will take some time before it can be used again.
In the top left you will be able to see the radar. This will open and close like a panel with the push of a button.
In the top you can see the energy bar. This will show you how much energy your base produces and consumes by the colors of the arrows. Blue will be energy produced and red energy consumed.
The next 2 elements will appear only in the campaign of the game. The first is the objectives panel and the second is the dialogues panel.
The most important part of the UI is the production bar that is situated on the right side of the screen.
The production bar is comprised of different parts with different functions. On the top you have the repair and sell buttons that you can use for your buildings. Under that we have the movable panel. By dragging with the right mouse button the handle on the lower part of the panel you will be able to open and close it depending if you want it or not. This way we give the player the choice of gameplay style.
The movable panel has the following areas. On the top you will be able to see the unit or building you have chosen with some info like health and status. Under that we have the units selection screens from where you will choose which units you want to produce.
On the lower part we have the AI stances buttons. With these buttons you will be able to choose what stance each unit should have. You can choose between offensive, defensive and passive.
This is everything concerning the User Interface for the ECF faction. As you see we tried to include all functions needed in a very simple but on the same time practical way so the players will focus more on gameplay and not fight with complex buttons and menus.
We hope you like it and as always we will be happy to hear your comments and feedback in our forums at Forum.demigod-studios.com
See you in our next update.
New in game models and concepts from our RTS game "After the Fall".
We reveal the first infantry units concepts for our real time strategy "After the Fall".
Check out some of the heaviest Manticores units in this January update of our Real Time Strategy game "After the Fall".
New designs for our RTS game "After the Fall". This time we reveal our first units designs for the Manticores faction.
Hi
I'm not much into the post apocalyptic setting but i must say i like your art concepts a lot
If the game will have several factions , base building , even resource gathering and such along with other survival features i'll sure like it
I'll follow it and cannot wait to see how it turns out
Best wishes
Looking good guys definitely going to track this one.
Looks interesting. What about multiplayer?
The game will definitely have multiplayer. We are still early on development so the details are still wip.
This looks cool, but somehow a lot of the conceptual work reminds me so much of GDI
I gotta agree with you that for a second I thought that was a GDI logo but the game looks cool either way
Yeah, the C&C influence is visible. The ECF riflemen look somewhat reminds me of 28 weeks later.
The game has definitely been influenced by the original C&C but we are adding new elements and games mechanics because we don't want to create just a C&C clone. We will reveal more of our plans later during development.
Awesome. I do like the play on the ECF logo. From far away, especially at first glance, it looks a lot like GDI's Eagle. But after closer inspection, it's definitely a Cat. Can't wait to see/hear more.
Nice job guys, it looks amazing!