Project image
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$2,110
pledged of $8,000pledged of $8,000 goal
114
backers
Funding Unsuccessful
The project's funding goal was not reached on Fri, June 12 2015 1:52 AM UTC +00:00
$2,110
pledged of $8,000pledged of $8,000 goal
114
backers
Funding Unsuccessful
The project's funding goal was not reached on Fri, June 12 2015 1:52 AM UTC +00:00

About

Update 1 (Flamethower):

We are hard at work trying to get more content in. So check back in soon, and see where we are at!

Main

"Hydraulic Empire looks to be that entry into the genre that I have been waiting for." - indiegames.com

    

 We have been playing Tower Defense games for almost 2 Decades starting way back in the Starcraft 1 and Warcraft 3 eras, and continuing to today. As a whole the genre is very diverse, however many games are only able to add 1 or 2 interesting features. What we are doing with Hydraulic Empire is taking the best of what we have experienced over the years, and then we are adding elements that are unique. 

We have been working on Hydraulic Empire for about 5 months, and that includes building a brand new 3D engine based on Monogame. We have made tremendous progress, and we are now full bore into adding content to the game. At this point we are looking to do more than our budget will allow, and for the reason we are asking for your help!

Without revealing too much, the game starts directly after a civil war between the aristocratic mages, and a Steampunk based rebel army. The rebels have won, and the mages have dispersed. In the chaos of victory new factions have formed, and a new war has broken out in a bid for control over the newly formed country.  As the Lieutenant General who lead the final charge to win the final battle against the mages, you are in control of the old capital and must find out who has split from the main army, and who is still loyal to the cause.

 More mobs coming soon!

Mob interactions are our major innovation. Where as they are not 100% new to the tower defense genre, they are typically simple or not very interesting. We have taken this to the next level, and centered our game squarely around them. Mob interactions will take place all over a level, and will change where and how you choose to build in a level. The interactions vary greatly based on which mob die in which order. This aspect of the game has given the game almost endless replayability. Most of our mobs will interact with at least 2 or 3 other mobs. Some interactions open up new interactions, and others will lock out some interactions.

The City area is an area where we are adding extra hero upgrades, as well as global upgrades for towers. This area has limited space, that will grow as you complete levels. This area should be tailored to your play style, and can be edited as you go.  

Much like the City area, The Factory Area is a limited size upgrade area, that grows as you complete levels. However in the Factory area the upgrades are specific to towers. This area requires you to attach upgrades to the tower. This area will require thinking and planning in order to maximize your build.

In Hydraulic Empire we wanted to take the best features from other Tower Defenses and then add things that we have never seen on top of that. The Hero/builder feature harkens back to the SC1 and WC3 days of tower defenses. In those days in order to build anything a unit was required to do it. Back then there was a game called Burbonog TD that had the builder also be a damage dealing unit with abilities. We have replicated that with our builder, and it has already produced much more intricate gameplay mechanics.

In Hydraulic Empire we are embracing as many RPG aspects as possible, so that you can create your defense in a tailor made way. One of the ways we are doing this is by having a builder/hero that levels, and can be customized via a talent tree. The talent tree is currently under development, but we will post in very soon in an update.

Started by Chris McAulay and Kyle Peeters we are a small Indie company located in Fullerton, CA that brings together top practitioners from a variety of backgrounds and disciplines into a creative environment that aims to foster innovation.

We are also group of avid gamers, that has been working in the game industry (Orange County game industry) for years. We have branched out on our own in order to create games the people want, rather than games the publishers think people want. Our goal is to produce games that hardcore gamers will love due to their depth and complexity, and that casual gamers will still be able to enjoy at face value.


We love strategy , RPG, Action, Fantasy, Sandbox, Sci Fi, Builder, and other Indie games! We have extremely diverse tastes here, and in the future we hope to be able to bring the world lots of great games!

                        
  
                                

Risks and challenges

Let me start out by saying this project will be finished and released. The biggest question we have is how much game can we make? That being said the most challenging aspect of this project is to hit our deadlines. Having funded this project to this point on our own budget, and we have seen our deadlines pushed out a few times. So where as we are hoping to launch the game in July, depending on how many stretch goals we achieve, we may be looking at a August launch.

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Funding period

- (30 days)