The Elemental game development project at a glance

For those of you who aren’t game developers I thought I would write up a quick article on how modern games are made.

In the old days…

You would code up the game.  There was simply “the game”.  The development team would code their largely from scratch.

Now…

image Games are broken up into many different parts. For the sake of simplicity, we’ll divide it into the two main parts: “The Engine” and the actual game.

Civilization IV licensed Gamebryo for its engine.  Demigod uses the “Forge” engine (which Supreme Commander was built on).  Sins of a Solar Empire is powered by the Iron engine.  Galactic Civilizations used Pear. Virtually any modern game you look at has an engine that is fairly separate from the game.

The Development of Elemental

image The biggest challenge we had for Elemental is that we needed to create a modern game engine designed for land-based strategy games.  This is a non-trivial endeavor.  Much of the initial work had been done with Society but that was really just the tip of the iceberg.

A modern game engine isn’t merely about displaying graphics in 3D. There’s the editors and tools to support content for it, the scripting language to interact with it, the user interface tools, multiplayer tools, etc.

For Elemental, before we could even consider writing “the game” this engine had to be built.  That’s where 90% of our development time thus far has gone.

The BETA of Elemental

The first two betas (beta 1 and beta 2 – which won’t be out for months) don’t include this engine.  If you were at PAX, you saw the engine connected to the game.  But for the beta, it’s stripped out so that we can focus exclusively on the game design in such a way that the beta testers themselves are involved in the actual design.

What Beta testers don’t get to see yet

When we play Elemental, below is what we see:

PAXDEMO(10) PAXDEMO(21)

PAXDEMO(38) PAXDEMO(3)

And these screenshots are actually a month old – the engine is being developed at the same time as the “Game” betas (if you critique the screenshots you can see all kinds of flaws still such as places where shadows aren’t yet working and lighting and bloom flaws and temporary graphics and textures, etc.).

So why are they so separate?

The obvious question is, why not have both be tested at once? The reason for that is that once you start tying “the game” to the engine, you lose a lot of flexibility in making game play changes.

For example, this week we put out the Elemental beta 1B which has the beginnings of the game economy.  Users have concluded, and we agree, that resource inventory just isn’t that fun.  Because the game isn’t part of the engine, it’s literally a 2 hour change and balancing is all data-driven.  By contrast, if the engine had been hooked up there would have been the temptation to display resource inventory visually (piles of wood or stacks of wheat bags for instance). That’s just one example.

That’s why what beta testers in Elemental see right looks like this:

image
I’m in pain!

The objective

The motivation to have the beta be drawn out like this is that for us, creating the game, with you guys, is very important to us – as gamers.  It has been many years since a new turn-based strategy game was made that wasn’t tied to the limitations (both hardware and design-wise) from the 1990s.

And there are a lot of people in this beta who, like us, have been waiting a long time for a game like this to get made and have a lot of good ideas.

Personal perspective

There are many outstanding strategy games out there from Civilization IV to Age of Wonders: Shadow Magic to Dominions 3 to Heroes of Might and Magic to the grandaddy of this sub-genre: Master of Magic.  What I am looking for us to do is create a PC game that has the kind of depth that is found only on PC games these days but at the same time isn’t bogged down in detail and minutia. 

The delicate balance – making sure the game isn’t dumbed down or “consolized” and yet not so complicated that it feels like work is the journey that we’re hoping to make together with you guys and the best way we believe to do that is to have the on-going game “prototype” not be merged with the game engine until the game is fun to play in it’s current “fugly” look.  Because if it’s fun with Commodore 64 type graphics, then it should be amazing when it’s played with a state of the art game engine behind it.

37,648 views 14 replies
Reply #1 Top

More dev journal! *omnomnomnom*

Thanks, and thanks for making this project happen; we may not get another game in the MoM sub-genre for a long time, and SD is one of the few groups capable of doing it right.

And a Society screenshot, ooo...

Reply #2 Top

I am not in the beta... but I do want to test the game economy in Beta 1B.  I was in the long long economy debate a while back & will definitely need to see what will be included.   Quite frustrating...  Oh well, what can I do to get the Beta?

Reply #3 Top

So what is running the beta if its not the engine?

Reply #4 Top

Just remember to make it so moddable that there will be mods that will almost be stand alone games with different mechanics and rules from the original.

This is an exciting journey - thats for sure. If this is a success then it will be a hit. If not, noone will try anything similar to this ever.

May the RNG be with us on this one!

Reply #5 Top

So what is running the beta if its not the engine?
Hamsters.

Reply #6 Top

Frogboy,

That's a cool explanation. Sometimes my cup runneth over with ideas and then you get Walls of Text Posts from me (and Wintersong who had the nerve to trademark it!) Don't get bent out of shape about it - if I am jumping the gun on a particular feature that you don't want to deal with yet, feel free to ignore it or if the ideas are worthwhile just throw the wall of text into a "to be looked at later" folder. I put a HUGE amount of thought into some of those, and sometimes corollary ideas come up that if I don't get them written down then there is no way I will be able to remember the "great thought" I had three months previous when you get around to working on that feature!

I am surprised that it was concluded that resource inventory isn't that fun, it seemed like the dominant opinion back in the days of the 500 post internal/external thread - it seemed like a bit mroe complexity was favored (or it might have just been me posting 5 times a day for a month that made it look that way). As always, it'll be fun to see how it works and hopefully you are still open to suggestions from the "more complexity" crowd. I absolutely agree with you that playing the game can't be a chore. And probably some of us are trying to make the economy too central, where you guys see it as more of a secondary but still important element. (I've just always thought that playing a TBS that had a realistic economy would be very very cool.) Anyway, I am looking forward to checking out 1B this weekend!

 

And thanks for your continued insights about what is going on behind the scenes!

Reply #7 Top

Quoting joasoze, reply 4
Just remember to make it so moddable that there will be mods that will almost be stand alone games with different mechanics and rules from the original.

This is an exciting journey - thats for sure. If this is a success then it will be a hit. If not, noone will try anything similar to this ever.

May the RNG be with us on this one!

Lol, that's true. None of us can afford the failure of Elemental!

Reply #8 Top

indeed. Long live Elemental!

Reply #9 Top

Will the second game team at  Stardock use a new engine for the RPG* or will a modified version of Elemental's be used**?

The delicate balance is going to be a pain for sure. XD What should be in? What not? When innovate? When not? Should be battle/economic-centric or should we detail other areas in same degree? Ah, the pains of balancing. Fun.

* Those plans didn't change, right? If it wasn't because of Elemental (and doing office work during my vacations... ¬.¬U), I'd go crazy about that right now...

** Not sure if the moddability is so big and/or big changes would be needed (that comment about an egine for TBSs feinted quite well and caught me unprepared).

Reply #10 Top

The new engine will be used for years to come on lots of new games. :)

 

Reply #11 Top

Quoting Climber, reply 2
Oh well, what can I do to get the Beta?

People who pre-purchase Elemental get to play the beta as well.  If you buy the game now, I'm guessing you would probably have access to Beta 1C (which I can only guess won't be out for a few weeks yet at this point). 

 

Reply #12 Top

What is important at this stage is getting the gameplay right, how it looks is not relevant yet.

I've been to busy to have more than a couple of games, so I'm still picking the game up, but it did appear a little clumsy in places. One thing I do want is a strong inventory management, simply because it's a part of strategy I'm good at...

The promise is there, and it's going to be exciting when it's done, even if it takes a while :)

Reply #13 Top

It has been said already: screw the graphics, gameplay is the king! Seriously, I play DS games for hours & hours, while some graphically superior games (PC) bore me after 30 min. Sure, you have to have graphic engine rendering clear and legible picture with clearly distinguishable units, stats' values, etc. Heck, I am still playing HooM3 and sometimes even ol' good MoM!

Reply #14 Top

Quoting Martok, reply 11
Quoting Climber, reply 2Oh well, what can I do to get the Beta?

People who pre-purchase Elemental get to play the beta as well.  If you buy the game now, I'm guessing you would probably have access to Beta 1C (which I can only guess won't be out for a few weeks yet at this point). 

 

Beta 1 is closed. If you buy now, you will get in once beta 2 starts (I'd be amazed if beta 2 landed before 2010).