The Game Map

All the stuff we intend to implement.
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DarthAce21
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The Game Map

Post by DarthAce21 »

The game of Ant Conquest will be very visual. It is being designed to have a big focus on graphic interface and intuitive user-friendly interactivity. It will be cross platform so that players can readily interact with it on PCs, tablets, phones, all with a very similar look and feel.

A big part of this will be the Game Map, which will allow players to have very careful strategies as far as resource competition, front lines in wars, proximity to allies, and so on. The Game Map will play a heavy role in decisions made by players and alliances.

The Game Map represents an area of land measuring 100 km² (10x10km) with each tile on the map representing 1 m².

Each tile on the map is one of three types of tiles: Grassland, Forest, or Marshland.

In the future different servers might have different maps, or there may be special maps created for "battle servers" and other special events from time to time, but for the initial release of the game let's assume there is only one map.

Currently the overall map looks like this:
Image

Some examples of grassland tiles:
ImageImage
Some examples of forest tiles:
ImageImage
Some examples of wetland tiles:
ImageImage

Each of these three tile types have a different balance of the three resources WOOD, WATER, and HEAT. However this is a general balance, and each tile has it's own unique variation of this general balance. Generally speaking, the more vegetation visible on a tile, the higher the amount of food that tile has available to collect.

You'll notice that the tiles have a hard left and lower edge, and a feathered background on the top and right edges, with solid overlapped objects like ferns and sticks and such. This is a graphic feature that enables them to be tiled in such a way that it helps the game map looks seamless when playing, as you can see when viewing our interactive preview.

Image

In the future we will be adding many more tiles, to further break up this appearance and give the Game Map a much more natural and realistic feel, to get away from a "grid" format which dominates other games of this style.
If you stand for nothing, you fall for anything.

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