A few months ago I started to work on a game with sfml. Originally it was just going to be a space empire simulator but I just had to get ambitious and turn it into an RTS
. So, unlike my previous projects at first I focused on actually adding gameplay to this game because you can't have a game without gameplay. You need a minimum viable product so you can establish the core gameplay loop and see if its fun, then you just extend the core gameplay loop. See, making a game is easy! I'm kidding. So after a month of development I had the most basic RTS gameplay implemented and I was proud
. So if I drop dead tomorrow I can die peacefully knowing I made a game with actual gameplay. Anyway, nowadays the gameplay is a little bit less basic but still pretty basic. Making a game really gives you an appreciation for games because now you know how much work it really is to implement basic stuff. I work on the game for like 1 or 2 hours a day, and only for fun. If I stopped having fun developing the game then I would just stop or take a break. And because I want to keep this project fun for me I made it FOSS. If my goal was to make money out of this that would just suck all the fun out of it. It would add more and more obligations and I hate obligations.
Features:
* Procedurally generated constellation and star systems
* AI empires
* Planets that actually orbit around their star
* Colonizing planets
* Bigger focus on strategy than micro
* Design your own ships
* Research tech
* A soundtrack with 10+ tracks
* Improve your colonies by building buildings
* A spectator "AI battle" mode
* A dynamic economy system
* Find new weapons through research or exploration
* Protect your empire by building turret defenses
* Space lasers
* Trains, in space
* Massive freaking space battles
Gameplay videos:
Itch.io:
https://peoplepancakes.itch.io/at-oddsSource code:
https://github.com/pancakespeople/At-OddsChat:
https://discord.gg/tDcPRuTUcm