CURRENT STATUS: EARLY DEVELOPMENT
CURRENT RELEASE: TIDEPOOL 11
DOES NOT WORK ON MOBILE
The Goliath Project is an independantly developing real-time strategy game about conducting war with robots and conserving resources.
WASD to move the camera.
Hold left shift to move quicker.
P / Esc to pause.
Left click to select units / bases.
Right click to command units to move to the mouse position.
Space / Middle click to deselect all units and bases.
There are two teams: Yellow and Blue.
You start on yellow but can switch teams in the debug menu (This will not be in the final version).
Each team can spawn units from bases captured by them (just click on a team aligned base and click on one of the icons at the bottom).
Teams can capture bases by sending units to the base that they want to capture.
How close a tower is to being captured can be seen in the bottom right while that tower is selected.
Attacking units will automatically attack enemies in range.
Units have a chance to land a crit, which deals 3x damage and creates a star particle effect.
The game currently experiences a huge lag issue with rendering
I'm going to have to add a bunch of graphical optimization options to make this work.
The game runs fine on standalone builds, but it gets chopped up by WebGL.
And I have to use WebGL because this game is for a competition that requires that the game be playable in browser.
TL;DR: WebGL is the root of all evil and if WebGPU was finished then all of my problems would be solved.
Fix all the broken particle effects and lag that WebGL caused.
Add all the unit types:
- Miners: Already in the game, collect silver and wood, slow and fragile.
- Troopers: Already in the game, basic infantry unit. Mid-high speed, somewhat fragile.
- Archers: Already in the game, fires arrows at nearby enemies and runs away from those who get too close to comfort. (Counters griffins by being able to shoot them midair). Mid-low speed, fragile.
- Irons: Already in the game, durable units with a sledgehammer and an energy shield. (Counters archers by being able to block all their arrows.) Mid-high speed, durable.
- Griffins: Already in the game, aerial units with a jetpack and a spear that deals stun on hit. (Counters irons by being able to stay safely out of their attacking range, then swooping in to stun them). Fast and somewhat fragile.
- Warlocks: Powerful magic units that are heavily reliant on a yet to be applied ability system.. Normal speed, durable.
- Engineer: A unit that can build up to 3 small robots each, which will fight for them. Slow, somewhat fragile.
- Gadgets: Built by engineers, act a lot like troopers. Fast and fragile.
- Goliaths: A huge, tanky unit that can sweep up and stun crowds of enemies. Slow and very durable.
I have a total of 9 missions planned for the game's campaign, and I will need to make an enemy ai for them.
Go to sleep.
Tidepool 11 (2/14/2022)
Added objectives and a win / lose screen
Added Arrowhead Peninsula map. (The test map is now accesible through the levels after it.)
You can now advance levels by comlpeting the previous level.
Completed objectives are now saved to playerprefs.
You now gain wisdom points when completing an objective.
Added the abilities menu to the level select screen.
Wisdom points can be spent on abilities. Which currently are non-functional for most units.
Fixed a bug that caused the stats on the win/lose screen to persist through resets.
Fixed a bug that caused Archers to not fire when they have line of sight.
The tutorial brings up the win screen after completion.
Edited the water shader.
Archers now have sound effects for firing.
Irons have sound effects for sheild activity and sheildbreaking.
Warlocks have sound effects for their firespew and summon fireball attacks.
All units now have footstep sounds. (Except warlocks who hover off the ground.)
Forts now have sound effects for attempting to build a unit.
Warlock fireballs now deal passive damage.
Griffins now have sound effects. They will likely be changed in the future.
The pause menu now has sound effects.
Warlocks will nolonger receive regen from other warlocks, as to prevent infinite wizard duels.
Pause menu no longer stays closed if the user pauses during it.
Fixed a bug that prevented the tutorial from starting.
Slightly altered the colored glowing material for the yellow team, to make it more yellow than orange.
Archers can now miss their target.
The doppler effect no longer effects sounds in the game.
Added Fast Forward, which can be accessed by holding "E".
Warlocks now wait a second before retracting fireballs.
The level select screen will ask the player if they want to play the tutorial if they have no save data.
The rough outline for engineers has been added, but they are mostly nonfunctional.
Tidepool 10 (1/9/2022)
Added post processing settings
Added level select screen
Added loading screens
Added the tutorial
There is now save data, which is currently only used for settings and your current level.
Archers now cost 400 wood, instead of 500
Treefall particles no longer appear on low particle mode
Arrow particles now appear on low particle mode
Fort outlines now match the color of the team that has captured them
Altered the look of the selector and fort tractor beam
Added win conditions
Ported burningFX to the shuriken particle system.
Fixed fire damage causing hit sound effects
Fixed invisible burningFX objects persisting after death
Added warlocks, a powerful pyromancer unit that heals back some of the damage it deals.
Tidepool 9 (12/2/2022)
Units now cost silver and wood to spawn
Unit costs are now displayed when the button to spawn them is hovered over
Fixed a bug that caused spawn buttons to appear hovered when they should not be
Minor alterations to the splash screen
Sligtly increased the resolution of low quality mode
Added simple unit shaders
Added the unit shader option to the graphics settings
2 Yellow Miners and 3 Yellow Troopers now spawn at Point A
Removed a sapling from the test map
Added the title screen
Added the exit button to the settings menu.
Added a low particle mode
Planning to add settings that disable post processing and have more resource efficient unit selection indicators
Planning to add an actual level select screen, instead of just sending the player to the test map.
Tidepool 8 (11/26/2022)
Added the "flying" attribute for units
Brought back spawn timers
Fixed a bug that caused spawn timers to show the incorrect population value
Remembered that I am supposed to update the version watermark
Removed the version watermark
Tidepool 7 (11/18/2022)
The population indicator now flashes red when your team loses a unit.
Minor changes to Archer and Trooper AI regarding getting movement commands while in combat.
Added the graphics menu
Added the debug menu
Moved "switch teams" to the debug menu.
Added "graphics quality" in the graphics settings.
Changed default window size for the game.
Tidepool 6 (10/25/2022)
Slightly altered the color of blue units.
Added trees, which miners can now harvest wood from, they will regrow after being cut down.
Slightly altered the terrain shader.
Miners now have a particle effect and a sound for mining.
Slightly increased the volume of hitsounds.
Minor alterations to miner ai.
Deposits are now functional.
Moved the version indicator.
Added a deposit on the blue side of the test map.
Added a bar on the top, which displays wood, silver and population.
Teams now have a count of wood and silver, which currently don't have a purpose.
Added a count of team populations, with a cap of 70 units.
Tidepool 5 (10/20/2022)
"added the chopping block."
Fixed a bug that would cause green sparks when move particles were supposed to despawn.
Fixed a bug that stopped middle click from deselecting units and forts.
Replaced gold with silver in order to prevent confusion between ores and yellow units.
Fixed an issue with units floating slightly off the ground
Changed purple team to blue team.
Silver ores are now (partially) functional. (Miners can mine from them and bring the silver to deposits, but there is no system for giving silver to teams or designating which team owns which deposit.)
Added deposits, which are currently non-functional
Spawn times have been reduced to near zero, for the sake of testing.
Tidepool 4 (10/10/2022)
Made the capture UI use a radial meter instead of a vertical one.
Bug Fix: UI is no longer messed up by different resolutions
Units now have a build time and a queue, in other words, they no longer spawn instantly.
Added Laser Arrow particle effect (Currently shuriken only)
Minor tweaks to trooper AI regarding temporary and long term positioning.
Changed movement types from single assignment to dynamic congregations (What this means is that units will always try to fill lower rings, like with ones just spawned from a fort)
Added some rocks, will be adding more later.
Added the model for gold ores. Which are currently not functional.
Added a new terrained test map.
Switched the move command particle effect over to the shuriken particle system.
The camera now collides with terrain
Bound deselect to space, along with middle click.
Tidepool 3 (10/2/2022)
Added the rest of the unit icons and animations
You can now spawn troopers from team aligned bases (In a future update, this should be given delay and cost)
Slightly altered the rim brightness of the fort's tractor beam
Added 3 points on the test map
Removed Genesis Base
Moved version indicator to the top of the screen
Fixed a bug which messed up the outlines of selected units and forts
Added unit congregations, which are currently being used to position units spawned from forts
Critical hit effects now rely on the shuriken particle system for WebGL compatibility
Some troopers will stutter in their movement, on rare occasions.
Other particle effects, such as explosions, fire, and command indicators should be moved to Shuriken
Tidepool 2 (9/25/2022)
Added the purple team
Added forts, which can be capped but do not spawn units yet.
Remove the pool in the test map
Added a pause menu
Tidepool 1 (9/17/2022)
Built a test map