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7dRTS – Troops – Too Easy Games

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Wednesday, July 31st, 2013 12:34 pm


Soooooooo we’re a little late delivering our entry for 7dRTS… unfortunately a number of distractions raised their ugly heads during the second half of development but we soldiered on and are proud to present Troops!

Troops is a side-on 2D/3D game that mixes strategic unit placement and skill shots with real time multi-player mayhem. It was made in Unity from scratch in just over 8 days by 2 programmers and 2 artists from the lovely city Dundee, Scotland. Music and soundFX were obtained under Creative Commons licences which can be found on GitHub along with the source, linked below. All other assets were produced during the 8 day period.

Screen 2

Gameplay Overview

  • Game consists to two teams with 6 Troops each, placed at either side of the map. Shoot your enemy until there is nothing left to shoot.
  • Adjust your Troops’ fire power and aim to perform skillshots at a distance or in close quarters.
  • Weapons have a set reload time and Troops need to stand still to reload, moving them will reset the reload time. You can adjust aim & power without interrupting the Reload.
  • Game ends when one army is wiped out. No base building, its all about the Troops.
  • Multiplayer: Connect to a hosted game via the master server or by IP and become victorious!
  • Practice controlling, aiming and shooting with your troops before joining the fray in offline mode. No AI yet :(


  • Select your troops with left click / drag and move them by right clicking
  • Manually aim troops’ shot trajectory & power with right click and dragging from a selected unit, or ctrl + right click to fire at a position.
  • Scroll the camera with the middle mouse button


The jam was certainly a challenge for us but we had an absolute blast! Hopefully there’ll be more larger scale Ludum ‘mini’ jams in the future, the games produced have all be phenomenal.

Game: http://tooeasygames.com/7dRTS/Troops.html

Source: https://github.com/graehu/7dRTS


Also, check out an entry made by one of our programmers for #LD26 😀

Make Friends Don’t Bake Them



To recap: We are making a Side View RTS that was inspired by Worms. You directly interact with individual units to manually aim their shots (and shot power) to attack, no right click & hope for the best here. Imagine a game of Worms where everything is attacking and moving all the time, rather than one by one turn based. That’s Troops! 😀


Gameplay Overview

  • Game consists to two teams with around 8 Troops each, placed at either side of the screen. Shoot your enemy until there is nothing left to shoot.
  • Manually aim individual troops shot trajectory & shot power, or select multiple units to mimic the same orders.
  • Weapons have a set reload time, more powerful weapons take longer to reload. Troop needs to stand still to reload, moving will reset the reload time. You can adjust aim & power without interrupting the Reload.
  • Game ends when one army is wiped out. No base building, its all about the Troops.
  • Destructible Environments: A fully destructible level was too much for a week jam. So we have destructible objects scattered around the level instead. Road signs & Street lamps, Mandatory Explosive Barrels ect.


Art Level Progress

  • Added middle sewer section for more interesting level design
  • Added props to compliment 3 tiers/themes of the map. Post-Apocalyptic Surface, Sewer and Mines.
  • Created Collision Mesh
  • Started first lighting pass
  • Tweaking visual style gel better with character aesthetics.


Code Progress

  • Selection, pathfinding, movement and shooting between multiple players via a deterministic lockstep method. To connect players a lobby system is used allowing users to name and host their game or alternatively search and join available games.
  • Today we’re implementing core gameplay mechanics: health, damage, auto fire and reloading.

Next Time!

– Rigged & Animated Characters

– guns! Guns! GUNS!

– Another Predator reference?

Lets pretend this is opposite land, screw the introductions and jump straight in!

So, we are making an RTS inspired by the Worms games of old. That should give you a vague idea of where we are going with this, and the best part is that statement holds more depth than you might expect.

Time to hammer this concept home!

  • Side-view Camera: Yup! This RTS will be using a side view camera, it was inspired by Worms after all.
  • Guns!: Yes, we will have those. Code are focusing on the Rocket Launcher first, so if it works then drinks all around! (Then get back to work!)
  • Real Time Combat: ‘But.. but Worms is a Turn Based Game!’ Yes I know! The challenge is to make a Real Time Strategy though, so that’s what it’s going to be!
    Players can select a Troop to aim their shot individually, or select a bunch and have them mimic each-others aim. Once a Troop fires a shot, they will have a reload time (varies depending on weapon), once the reload completes they will fire again. So, the player will have to micro manage their Troops position, where they are aiming, and the power of their shot. So it’s going to be a Super Hectic Real Time Combat Worms Styley Strategy Game. A SHRTCWSSG if you will.
  •  Multiplayer: Hopefully by the end of the week it will be networked, so you and a friend can battle it out over the interwebs!
  • Art Style: Big Guns! Big Troops! Big Explosions! Unfiltered, Uncensored 80’s Action Movie inspired goodness!

Day 1 Progress

We have a basic game-play prototype with moving, aiming, firing, and path-finding. The image below the selection and moving of blocks around a thing! SHIP IT!


Art has made great progress, you can see the current state of a level below. Day 2 will be spent populating this with loads of little details to make it feel more like a ruined city that still semi-functions.


So that’s the Day 1 post!  Things are going well, so tune in next time to see everything go horribly wrong.

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