About this project
Click above to get access to our demo builds! There will be three builds, one for each OS. Right click the link and hit Download button for your OS from Google Drive. Extract the Zip file and open the executable to play!
Colony Capture is a fun puzzle game designed to be playable across many platforms (Mac/PC/Linux/Android/iOs/Tablets/Consoles), and is developed with the Unity game engine (http://unity3d.com). The rules of the game are a modified version of the game Reversi. Colony Capture uses hexagons instead of squares to increase the complexity of a match, as well as to allow different units to provide players tools for emergent strategies and game-play.
Colony Capture will have a story mode where you'll play as the ever industrious and hard working Drone. Players will follow him on his journey to recruit his fellow Bees in an attempt to recapture his colony from the Red Invaders, and to rescue his beloved Queen! Some of the Player units include:
- The Small, but Loyal Drone
- The Explosive, but effective, Bomber
- The Stalwart Warrior
- The Fierce and Powerful Killer
- And the Brilliant, but Egotistical Carpenter
Alongside the Story Mode, we hope to offer a series of Challenge Levels for players to conquer. Also, if we make our Stretch Goals, Colony Capture will support a networked Multiplayer Mode, so friends can challenge each other online.
As a long running indie game company we here at CWS Software have taught quite a few people the ins and out of game development. During the development of this game we realized that using documentation of our development process, this game could be used as a great set of tools to teach people game development. Which is why a large part of this Kickstarter is the written and audio/video documentation that accompanies the open source code+assets of the game. The documentation will also contain exercises and lessons intended for classroom or self learning purposes, so people can use it to learn game development themselves.
This Kickstarter has two main goals:
- Make a casual, fun, puzzle game available on a lot of platforms.
- Document every step of the development process, so we can provide all the code/assets of the game to backers along with learning materials in the form of documentation(Text/Video), articles, and lessons.
We want people to learn from the development of this game, so we're going to open up all the source materials (Art, code, design docs, etc) under the LGPL license(http://www.gnu.org/licenses/lgpl.html), and have Full Documentation of the game development for learning and teaching purposes. We also want to do backer chosen Let's Make videos of topics they'd like to see if we meet our Stretch Goals. We'll also try to provide as many lessons and exercises teachers can provide students to use, or for individuals to have a way to help teach themselves.
We will also document other parts of making the game post dev such as:
- Kickstarter Management (Meta!)
- Marketing Management
- Dealing with App Stores, distribution (Steam,Desura,iOS,Android).
So in the end we'd love to make a successful game that's fun. We also hope that by providing insight, documentation, making every step of making our game transparent along with all the source materials, and follow-up documentation, people can use these resources to learn and make their own great games!
We're an indie game studio called CWS(CodersWithSwords!) Software. We're a team of about five coders, two artists, one and half sound people, a writer, and a producer. Most of us are in or have worked in the main-stream game industry, and like everyone in the industry we all have game ideas we'd like to see come to the light!
This is why we all work on designs for own games in our off time, and how we came to end up here on Kickstarter! In a professional capacity we've all worked on games before, and as CWS Software we've created tech demos, prototypes, and even taken a few stabs at creating online Visual Novels. As veterans of making games, we know how hard it is to get into and learn the skills you need to know for the game industry, which is why we're excited to do this project for you all!
One of my personal heroes, Brian Fargo, started a very cool system where successful Kickstarter's kickback 5% of their profit from a successful project on other hopeful projects. We are also going to do this, because it's a great idea and quite frankly we love everything about it. Read about it here: http://kickingitforward.org
We began preliminary designs on this project in late 2012, but as it became fleshed out we came to realize how people could use it to learn game development. We watched as several new people brought on project began effectively learning to develop games from our tutelage, guidance, and documentation, so we decided to make that the focus of this project. If you haven't already, we have a playable tech demo and sample learning documentation at the top of this page.
In addition to the project, we will also be hosting a backers forum where people can discuss and ask questions about game development. We intend to regularly answer questions and help anyone in their quest to make a great game. We'll also use the forums as a place to get user suggestions for new learning materials, new Let's Make videos, and new games people want us to make. We hope that this community will further help new developers make great games.
- We plan on launching in April 2014! You can find our Project Timeline listed below!
Of the team, the majority of us are working on this part time due to schedule constraints, and because nobody is being paid. We all have computers, software licenses, years of experience, and several finished games under our belt but all of our projects are truly labors of love. We're well into this project with a good tech demo and tutorial. The rest of the development of this project is simply a fact that it will get done very slowly, or not at all if we don't have customer backing and funding to make it happen.
With this project, we hope to alleviate some of the many problems facing budding game developers by being as transparent as possible with our game, so that it can be used as a teaching tool for a community of new game developers. Hopefully, if it's successful, many people will use our documentation, assets, and resources to make great games themselves.
We want people to use our learning materials from this project to help themselves became great game developers. Hopefully, they will remember how this project helped them and demand their peers in the game industry follow suite and start providing a library of documented games for people to study, use, and learn from to help the next generation of game developers!
Update: Above we expressed the hope that other game developers would follow in our footsteps and open up their games and provide learning material to new game developers. Mr. Will Corwin, a veteran game developer who was touched by our cause, has agreed to provide to us a set of advanced tutorials focusing on making a JRPG in Unity starring Zettabyte, the snappy looking macot featured above. The tutorials are interactive, so people can watch and build the tutorials along with the Will in articles and possibly video documentation. Users will learn with him as he builds each game system while explaining and emphasizing the patterns and techniques he's found very effective in developing games.
The goal of the tutorial themselves is to teach people who have a little bit game development experience, but don't know how to build a medium or larger project from scratch. Many developers stumble on how to plan and organize a bigger project like that and fall through the cracks because there isn't a lot of great learning material to teach yourself these skills.
Will wants to show people how to use things like software frameworks(http://en.wikipedia.org/wiki/Software_framework) and source control (http://en.wikipedia.org/wiki/Revision_control) to their advantage and use them to write maintainable, readable, and effective code. Hopefully, using these tutorials, a new game developer can jump the hurdle from their first simple game and build the larger more complex game they've always dreamed of making. Specifically, the tutorials will use the Strange framework (http://thirdmotion.github.io/strangeioc/) and NGUI (http://www.tasharen.com/?page_id=140) for those of you interested in some specific things the tutorials will use. Colony Capture uses NGUI and will be retrofitted to use Strange as well ;).
All materials (Code/Articles/Audio-Video) for the JRPG tutorials will be provided to backers who pledge for certain tiers of this Kickstarter, or as an add on tier for any backer for five dollars.
Video is a lot more expensive that written documentation, but if we get the money we feel that people could get a lot more out of our game if we had lots of good from scratch step-by-step video tutorials. We will send out surveys to eligible backers to vote on what videos get made for each video we do!
Because it's such a complicated feature design, implement, and test, our original plan was not to have networked play for Colony Capture. But with this goal we'll add it into the main game so you can challenge friends online. And we'll also document it so that you can teach others or learn for yourself how to program networking functionality into your own games!
Perhaps you're not a native English speaker. There is a large emerging market for Indie games in many non-English speaking countries, and we have a native a Japanese and Spanish speaker on hand that can translate our materials for speakers of those languages. We can and will translate everything into other languages according to backer preference if there is enough interest in doing so. We'd love to lend a helping hand to these emerging indie game developers, and we know that good learning materials for some languages are be hard to come by.
Sabemos que cada día has mas personas que quieren crear juegos. Podemos traducir toda la documentacion en Espanol para ustedes. Entendemos que no hay una gran opcion de materials para aprender como hacer los juegos en Español. Por eso, nos encantaria ayudarlos a poder crecer como deseñadores de juegos.
If we make all the above stretch goals, we intend to send out backer-surveys and give a choice of what our backer's would like to see us do with any extra funds we get from a list of stretch goals we can think. As an example we could add more features/documentation to Colony Capture. We could also do something make another game in a different genre and document it the same way to try and provide a more robust library of assets for people to learn from.
Risks and challenges
We're all very excited about the teaching, documentation, and learning aspect of this project. We think we can provide lots of resources for a budding industry in dire need of good learning materials from real world examples. The risk of this is that there isn't a great deal of material out there like this, nor is there too many folk jumping on the bandwagon in this industry to release all their code, art, and design documents to anyone. We're not entirely sure if this will be popular, in demand, or wanting to be widely adopted, but this is definitely something that needs to happen for games as an industry to move forward and improve. It will be a long, challenging, and ongoing process to show and test the teaching materials to varied skill levels of developers in various jobs (Artists/Programmers/Designers) to make sure we're providing materials that are high quality, and will help people understand and use the material we're providing.Learn about accountability on Kickstarter
Support this project
- (30 days)