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  [Coming on Android] Rising Empires  (Read 3594 times)
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Offline Netherlords

Junior Member


Medals: 1
Projects: 1



« Posted 2012-09-08 09:43:58 »

Hi,

My name is Peter Norberg. My brother Johan and I would like to introduce you to our current game project, Rising Empires, that we have been working on for a bit more than one and a half year. Rising Empires is a civilisation building game with a focus on conflict:

“Rising Empires is a massive multiplayer turn-based strategy game in a fantasy setting intended for Android phones. The goal of Rising Empires is to expand and strengthen your empire by developing your cities and research new technologies.

Six races with unique abilities struggle to survive on the Surface and deep in the caves of the Netherworld. There is a constant conflict for territory between empires as well as in between their demanding gods! A rich technology tree allows each player to mould his empire and troops to suit his playing style. All empires play in the same world and interact with each other.”




The game has been designed for Android smart phones and we intend to release it on Google Play near the end of this year. Nina Olsson at Morgis Art & Design has helped us with all in-game graphics and Robin Chyo (Senior Concept Artist at Funzio) has created all race images:



If you're interested in Rising Empires and its development please support us by visiting our website or our Google+ page and +1 us. We write regular updates for Rising Empires and there is also a gallery with screenshots from the very beginning of the development.

Cheers!

'Words from the Netherlords' - News and updates about Rising Empires…
Online Jimmt
« Reply #1 - Posted 2012-09-09 01:21:19 »

+1'd. (I'm Jimmt H on google+)
Interesting how humans are what you get by mixing dwarves and elves Tongue
Offline Netherlords

Junior Member


Medals: 1
Projects: 1



« Reply #2 - Posted 2012-09-09 13:46:59 »

+1'd. (I'm Jimmt H on google+)
Interesting how humans are what you get by mixing dwarves and elves Tongue
Thank you!

'Words from the Netherlords' - News and updates about Rising Empires…
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Tjstretchalot

Junior Member


Medals: 2
Projects: 1



« Reply #3 - Posted 2012-09-16 02:50:59 »

Interesting! What kind of payment scheme are you planning on? [Pay to play, Pay for certain races, free to play + ads and pay to play without]  As a note, the one kind of payment scheme I'm a sucker for is pay for bonus races!
Offline Netherlords

Junior Member


Medals: 1
Projects: 1



« Reply #4 - Posted 2012-09-16 10:01:41 »

Interesting! What kind of payment scheme are you planning on? [Pay to play, Pay for certain races, free to play + ads and pay to play without]  As a note, the one kind of payment scheme I'm a sucker for is pay for bonus races!
The first 20 days of play will be free but to move your empire from the safe start world to the big multiplayer world you need to pay a subscription fee.

'Words from the Netherlords' - News and updates about Rising Empires…
Online Jimmt
« Reply #5 - Posted 2012-09-16 18:12:23 »

Interesting! What kind of payment scheme are you planning on? [Pay to play, Pay for certain races, free to play + ads and pay to play without]  As a note, the one kind of payment scheme I'm a sucker for is pay for bonus races!
The first 20 days of play will be free but to move your empire from the safe start world to the big multiplayer world you need to pay a subscription fee.

Huh. As far as I'm concerned, subscription fees really aren't popular. Ask Nyhm (another JGO member, search Island Forge). Why not have a set price for multiplayer, and then have a shop to sell extras? You can make a lot of money through microtransactions.
Offline Netherlords

Junior Member


Medals: 1
Projects: 1



« Reply #6 - Posted 2012-09-16 19:07:44 »

Huh. As far as I'm concerned, subscription fees really aren't popular. Ask Nyhm (another JGO member, search Island Forge). Why not have a set price for multiplayer, and then have a shop to sell extras? You can make a lot of money through microtransactions.
Thanks for the feedback. You've an interesting point there.

'Words from the Netherlords' - News and updates about Rising Empires…
Offline Netherlords

Junior Member


Medals: 1
Projects: 1



« Reply #7 - Posted 2012-11-13 18:46:26 »

Hi everybody!

I've been a bit silent the last weeks. This has nothing to do with lack of progress on Rising Empires as we're moving forward with good speed, especially the AI for the single-player game is getting a lot of love... Johan is also working hard to improve the app and he is doing some great improvements compared to the old layouts. As soon as he completes the first layouts I'll post some screenshots.

What are the status with the Rising Empires AI?

We've completed the first version of the scout AI. This is the AI that handle all exploration and patrolling in the empire. The exploration bit is completed and functions well but we've not started with patrolling of already scouted territory. This is important though as the AI need updated information on what's going on around its borders.

We've also done a lot of work on the settlement AI. The settlement AI can now handle and take care of the food situation in a town or city. It improves terrain, construct food buildings when more food is needed quickly and it also send requests to the main AI for better food technology when needed. The settlement AI also construct new buildings according the wishes of the governor (yeah, each settlement AI has a governor that decides how it will act). We're very satisfied with the algorithm that control what buildings that are constructed.

What we're doing now is creating the objective AI (the first objective will be to move population from one settlement to another) and implementing the first version of our strategic AI. When this is done the strategic AI will be able to choose between building scouts and sending population to settlements that need/want a larger population. It's not much but with the architecture in place it will be simpler to add more objectives.

If you want to follow the development of the AI in more detail please visit our blog, the 'Words from the Netherlords'.

Cheers!

'Words from the Netherlords' - News and updates about Rising Empires…
Offline Netherlords

Junior Member


Medals: 1
Projects: 1



« Reply #8 - Posted 2013-03-29 14:34:58 »

Join the beta test of Rising Empires and help us make and shape an excellent strategy game. The game is now an early beta build but we believe we’ve come far enough to ask for your help: Does it work on all phones? Where are all the bugs? We also appreciate general thoughts about the game: Is it interesting to play? Is it too slow or too fast? Is the learning curve just too hard?

We've now uploaded the first beta build of Rising Empires on Google Play.

Read more about the beta test on Google Play or on our website.

'Words from the Netherlords' - News and updates about Rising Empires…
Offline Netherlords

Junior Member


Medals: 1
Projects: 1



« Reply #9 - Posted 2013-04-02 18:15:10 »

Hi,

It seems that the Rising Empires GUI is a little tough to get into. We should, of course, has anticipated this but better late than not at all. I've written a short tutorial over the buttons and things a player need to do in the first turn of playing Rising Empires. It can be found on our blog:
http://www.risingempires.com/netherlords/?p=605

Later this evening we'll upload a new version of Rising Empires to Google Play. This is purely bug fixes to remove some of the most common bugs that has been detected.

I would also like say thank you to all of you who've tested Rising Empires.

'Words from the Netherlords' - News and updates about Rising Empires…
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Netherlords

Junior Member


Medals: 1
Projects: 1



« Reply #10 - Posted 2013-04-15 15:23:16 »

The game has now been updated to build 62. Among the new things that we've added is an improved AI and that towns/cities can improve the terrain around their settlements. A history section where important events is shown has also been added.

I have been asked by some players about the loyalty system. There were Ende empires which had problems keeping their Greenskin slaves happy... I've written a short guide called 'Loyalty, or how to keep your population happy'.

Cheers!

'Words from the Netherlords' - News and updates about Rising Empires…
Offline Netherlords

Junior Member


Medals: 1
Projects: 1



« Reply #11 - Posted 2013-04-21 14:49:11 »

We're continuing our series of tutorials for Rising Empires. This week we cover the food resource and how it influence the population growth in your empire: 'Food, or how you keep your population from starving'.
 
Cheers!

'Words from the Netherlords' - News and updates about Rising Empires…
Offline Netherlords

Junior Member


Medals: 1
Projects: 1



« Reply #12 - Posted 2013-05-12 17:06:00 »

We've now published the 6th tutorial, this one dig deep into the combat system of Rising Empires. Conflict is an important aspect of Rising Empires and with the feature that all empires can develop and design their own unique combat troops it's good to understand how combat works.

Here comes a list of all Rising Empires tutorials that have been written:
Tutorial I - Playing the first turn in Rising Empires
Tutorial II - Research and technologies
Tutorial III - Loyalty, or how to keep your population happy
Tutorial IV -  Food, or how you keep your population from starving
Tutorial V – Troop statistics, or how to design the ‘super soldier’
Tutorial VI – War! Rules of engagement in Rising Empires

Cheers!

'Words from the Netherlords' - News and updates about Rising Empires…
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