Augury - Procedurally generated open world RTS game

Ches Rowe

Member
logo_new_NO_BACKGROUND_COLOR.png

Augury is a procedurally generated open world RTS game that me and my friend have been working on for a few years now off and on. We make up what we call Cataclysmic Studios.
I wanted to start a development thread with the start of our YouTube devlog series, and a looming closed pre-alpha.
I hope you guys find interest in the game!

Augury is a game about building a settlement in an uncharted land and discovering it's secrets.
Mine and collect resources, defeat enemies, and explore the vast world!




ingame.png

I'll be updating this thread as new features are implemented and to offer access to the closed pre-alpha!
You can also stay up to date by joining our discord and if you really like the project, consider supporting us on patreon!

Our Discord

Our Patreon

Our Twitter

 
Last edited:

Ches Rowe

Member
I have recently updated how terrain in our game is generated using surfaces!

I am initially storing the sprite data into arrays and then dynamically drawing that data to a surface if the terrain is in view.

 
This is some neat looking Game! I watched your intro video and I really hope you continue and persevere in this gamdev journey! Don't let go of your dreams!
 

Ches Rowe

Member
This is some neat looking Game! I watched your intro video and I really hope you continue and persevere in this gamdev journey! Don't let go of your dreams!
Thanks! Working a full time job and pursuing game dev is very difficult, but i'm not giving up haha. I checked out Beartopia and it looks very cool as well!
 

Ches Rowe

Member
We have just released our newest devlog, going over updates to our camera system, world generation, and more!
 

Ches Rowe

Member
In case anyone hasn't been able to see our newest devlog, here is a gif of the new attacking animation for our military units called guardians :)

 

Ches Rowe

Member
I've added the ability to speed up the game! I've overhauled the game's implementation of delta_time by making delta time a normalized value where 1 = normal speed. I'm rounding the delta time variable to just 1 decimal place as there is going to naturally be a bit of variation in frametime past that. As the framerate drops below the target framerate, the delta time normal will go up (to a maximum value). Combining this with a global game speed variable, I calculate where thing in the game that is time dependant as : value = (value * global.deltaTime) * global.gameSpeed. So far, in the words of Tom Howard, it just works.....for the most part. Sometimes the clamp function will need to be used to make sure some things do go too fast. But the game can easily go up to x100 speed and most of the logic just works when plugged into my delta time function.
 
Last edited:

Ches Rowe

Member
I now have ranged combat implemented into the game. One interesting thing I've done is calculating the arc of the arrows with bezier curves. With that, I've added a system where the bezier curves are generated to avoid hills! Guardians(our military units) can always hit a target regardless of the terrain.
 
Top