A deep but accessible online tactics game for iOS. Command anything from artillery to zeppelins across diverse 3D battlefields!
We’re creating a 3D turn-based tactics game for iOS, supporting competitive and cooperative multiplayer modes using Game Center. In addition, the game will feature a mission-based single-player mode. If initial sales are strong, we plan to add substantial post-release updates including new game play modes, story scenarios, and unit types.
Inspired by the industrial design of 18th-century Europe and other eras, the game puts you in command of units like artillery, dreadnought battleships, and even zeppelins, each with their own unique characteristics and abilities.
We chose to make a tactical game because of the genre's great capacity for both inward depth and outwardly simple rules — a classic example of this is the board game Go. We want to create a game that's rewarding for both beginners and enthusiasts, with an appeal that evolves alongside skill level (think Tetris or Team Fortress 2).
The game supports up to 4 players, either online or through an offline “hot seat” mode using a single device. Players move their combat units across diverse battlefields of 3D terrain tiles, using a natural interface optimized for touch control. To secure victory, you’ll need to choose effective combat match-ups, maintain strategic positioning, and use terrain variations to your advantage.
By taking part in multiplayer matches, players accrue points which can then be applied toward unit upgrades between battles, allowing you to assemble a customized battalion that uniquely suits your own strategies and style.
Some inspirations for the project include Sid Meyer’s acclaimed Civilization series, MicroProse’s X-COM games, Square’s Final Fantasy Tactics and Tactics Ogre, Nintendo’s Advance Wars series, and even some classic tabletop war games.
How Will We Do It?
We may not be household names, but studying at DigiPen has given us a lot of early experience working “in the trenches” of game making. The school is widely regarded as one of the country's best higher learning institutions for game development, and has consistent representation at independent game competitions like the IGF. If you'd like to check out our past work, you can do so on our portfolio sites:
We all really want to see this project succeed, but to do it our team members need to cover some modest living expenses and the cost of equipment and services needed for development.
All further donations will go toward additional improvements to the project. In particular, passing our goal by the following amounts will allow us to pursue these additional objectives:
- $17,000 — Working with an experienced composer to create a great interactive musical score (the game will have music either way, but this will ensure it's especially high-quality)
- $20,000 — Translation and localization for other major languages and regions
- $25,000 — Mac version supporting cross-platform online play with the iOS version using Game Center in the upcoming OS X Mountain Lion
- $30,000 — Steam version supporting online play with other Steam users
Why Make This Game?
Most developers seem to believe they have to sacrifice depth to achieve accessibility — sometimes it feels like "casual" has become synonymous with "superficial" when it comes to game design. In contrast, we think great design is universal, and hopefully this project will help demonstrate that appealing only to the lowest common denominator is not the way forward for the medium, creatively or financially.
At this point, it's also well known that publishers tend to be very risk-averse, which makes it hard to get funding for a genuinely innovative project. By working directly with players using Kickstarter instead, we can focus on crafting the best possible game experience rather than just worrying about the bottom line. Your support will determine how far we can take this project, so please give it some thought if you're at all interested. We're counting on backers like you to make it happen!
We're developing a custom engine from the ground up using Apple's own APIs and OpenGL ES 2.0. While some of our early prototypes are being created with Unity, we won't be using it for the final release.
"Touch Tactics Project" is just a working title. We'll announce the game's proper name later in development.
Unfortunately, porting to Android would require enough of the game's code base to be rewritten that it's currently beyond the scope of the project. The silver lining is that this is a consequence of making the initial release as feature-rich and compelling as possible given our present constraints.
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