Salt War is a multiplayer, team-based game that pits two opposing anthropomorphic slug factions against once another. Gameplay will be a fusion of real-time strategy and a third-person shooter. The two teams must work together with their commanders to take over the map, and inevitably destroy the enemy headquarters, winning the game. Maps will lean towards being large scale, outdoor environments, which will allow for infantry combat combined with vehicle support. Each team must take over resource points located throughout the map in order for the commander to research upgrades, use abilities like calling in airstrikes, and build vehicles such as tanks to turn the tide of battle.

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nightovizard
nightovizard

Love the cartoonish feel of it, reminds me of that green soldier toys games, spore and some others. will the bases have different buildings or only 1? do you think they will be able to be built?

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SaltWar Author
SaltWar

Thanks for the comments. For this project I'm definitely going for a more cartoonish feel with saturated colors, although I'm going to go back over the textures and models so they really pop out with some more detail work with additional geometry and usage of things like normal maps and exaggerated specular maps.

As far as game design goes so far (things likely being to change/improve once I hit playtesting) each player base starts with its main buildings (vehicle factories, headquarters (where you can enter to "interface" with the commander mode/also the endgame objective being the commander equipment inside needs to be destroyed, and the barracks which doubles as the player respawning point.)

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SaltWar Author
SaltWar

As of now those buildings are immobile, but I do have plans for them being able to be upgraded. For example if the commander clicks on the headquarters they could choose to build a satellite dish to scan areas for enemy troop movements, once its built a satellite dish would proceed to emerge/animate out from the headquarters.

There are also plans for some structures being able to be built by the commander, such as anti-aircraft platforms and other structures that could help reinforce certain areas. Ideally I'd like to have gameplay feature them as more of a supportative role to players, in the way that the anti-aircraft platform would prevent the enemy commander from calling in an airstrike of salt spray (slug's version of napalm), but could easily be disabled if not protected by actual players.

There's also the mobile command station, which sort of falls into a vehicle/structure hybrid used for rapid reinforcements closer to the front lines. I didn't realize Planetside 2 had something similar when I came up with it, although now that I've played it I'm happy to say its a nice mechanic. The main difference between them being its actually a commander-controlled vehicle as to give the commander another way to take more direct action in combat rather than being limited to structure building and tech tree management.

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nightovizard
nightovizard

loled at the ''salt spray '' feature haha , by the way that game mechanic sounds great! i'll be looking forward for updates, thanks for the replies :)

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Description

Players are definitely going to be making use of the vehicles! Will probably have to balance if they get any for free at the start of the game, such as two of the lightly armored vehicles, rather than having to wait for the commander to collect enough resources and build them. Decisions decisions..