Siege of Turtle Enclave is a turn-based strategy game with real-time battles! Through the course of the game the player must collect resources, build and upgrade mighty structures, train a wide variety of troops, cast spells, conquer territory and wage war against a mighty foe in this innovative 4X strategy game! Take command of your troops and fight in action packed battles featuring a unique real-time-turn-based hybrid system! Deploy the right unit for the job, as these battles also feature a dual-rock-paper-scissors mechanic, with diverse and powerful unit abilities for added depth and excitement!
As the next update moves ever closer to being release-ready I would like to take a moment to show off the new 'intro cinematic', you know, the annoying thing that always plays when you hit 'new game'...
Posted by TheConjurersTower on Aug 21st, 2012
As the next update moves ever closer to being release-ready I would like to take a moment to show off the new 'intro cinematic', you know, the annoying thing that always plays when you hit 'new game', (the thing Civ V wouldn't let you skip until the patch that came out months later finally ended the misery...). Yeah, Siege of Turtle Enclave wouldn't be a proper game without such a creature to call it's own, and so I have implemented one (but you can skip it by hitting 'space').
And without further ado...
Now bear in mind, the cinematic, like the rest of the game, is a bit skeletal; the props and stages of the scenes could use a lot more polish, perhaps a few scenes could use more 'actors', maybe more action as well. But all of what should be conveyed to the player is there, and the overall flow of it is what I wanted it to be.
Also, while I was doing this intro, I was building a sort of 'cinematic engine', that will make it easier to add narrative and cutscenes to other areas of the game. For example: some goodie huts might have cutscenes, the final boss battle will have a cutscene after and maybe before it takes place, and maybe cutscenes will play when the player achieves certain scripted goals, like building a specific upgrade or capturing a certain number of tiles. I fully intend on making the game as fleshed out as practicable at a later date (perhaps after the mad content and feature grind that I've been doing lately), But for the next update I'll only be adding this one and maybe two or three more 'cutscenes'.
In the next couple of weeks I'll be posting another video featuring the gameplay itself, but for now this is all I have to report (I'm keeping some things secret until the update comes out, because secrets are more exciting...)
Thanks for reading and let me know what you think of the intro!