A voxel-based RTS where the primary resource is the landscape itself
The idea
The premise is this – you and your opponent land on opposite sides of a randomly-generated island.
You start with a limited supply of nanobots which you use to do your bidding – primarily absorbing/digging up the landscape.
What you absorb/dig up determines what units you can build and their capabilites.
You could also use the digging itself as a weapon – undermine your opponents base and cause their buildings to collapse.
You can dig effectively infinitely downwards – extra chunks are generated when needed.
In this prototype
- Procedurally-generated island
- Dynamic mesh updates as you dig holes/make blocks etc
- Tri-planar texturing for the landscape
- Hardly-noticeable faked ambient occlusion on the blocks
- Transparent water with coastal effects
- Running/flowing water if you make holes near the water
- Sound effects where the water is flowing, and along the beaches
- Day/night cycle
Controls are:
- Scroll around by moving the cursor to the edges of the screen
- Rotate/tilt camera - Drag while holding the middle mouse button
- Zoom – Scroll wheel
- Dig holes – Ctrl + right-click
- Make blocks – Ctrl + Alt + right-click
- Make a shockwave effect – Right-click
- Get your mouse cursor back – hit escape


