KingDoom - fantasy RTS


KingDoom is a new game with a focus on macromanagement and automatic combat. You only have to choose a mix of creatures that are effective against the current enemies and they will be produced endlessly. It is possible to select a single target and choose when to attack (with all units) or defend. But other than this you do not have to do micromanagement, they will automatically target enemies that are close and pick buildings to assault.

You can also increase your favorite creature's stats to make them even better.

The units are all have something special about them: the mage can attack all enemies in range, the dragon sets the forests on fire, the slime can duplicate when attacked. The worker cuts trees and builds new castles that increase creature production.

I use LibGDX and gdxAI (state machines). For the user interface I use Scene2D with a skin from here: https://github.com/czyzby/gdx-skins
Scene2D makes it very easy to develop a game as I only had to place the components and not about developing custom gui. The only component I had to create was a special ImageButton that can have two transparent images.

In gdxAI I created a separate state machine for fighter units, ranged units and builders. They have "attack", "defend", "retreat" behaviours and at the monent these can be changed only by the player but I do have some plans with this. I could use state machines to make sure that ranged units keep distance from fighters and commanders to assemble a squad and attack together. AI is my favorite part of coding, it is really nice when I can see how the creatures move and think after changing their code.
Graphics and sound is from opengameart.org.

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