0 A.D. 0.0.17 Alpha
Strategy game centered around ancient warfare
Shortly, 0 A.D. is a historically-based war/economy game which enables players to relive or rewrite the history of Western civilizations, focusing on the years between 500 B.C. and 500 A.D.
- OpenGL-based rendering engine with shaders
- Hierarchal skeletal animation and deformation system based on COLLADA
- Fancy animated water with refraction, reflection
- Realistic shadows
- Particle effects
- Environmental lighting effects (time of day, sunset)
- Flexible terrain renderer that uses alpha maps to seamlessly blend terrain
- Unique civilizations: In 0 A.D. each civilization will be unique in its appearance, units, structures, and technology trees.
- Citizen soldiers: There will be no standard villager unit. Instead, regular infantry and cavalry have not only military capabilities, but also economic, making them substantially more versatile than in typical RTS games.
- Unit auto-upgrading: Citizen Soldiers will gain experience and automatically gain promotions. With each rank, they become stronger, and don a unique appearance but also get gradually worse at civilian tasks.
- Units on structures and ships: Gone are the days of units disappearing into buildings and transport ships. Some garrisoned units will be visible on the battlements of structures or the decks of ships, and capable of firing on opponents at range.
- Realistic naval warfare: No more tiny ships sinking other ships with arrows. Ship gameplay will include a variety of new features in RTS games, like much larger ship sizes, ship capture, sea rams, and a modular design that allows catapults to be stationed on the decks, and units to fire from the bows.
- Choices, choices, and more choices: Technology trees branch out in a pair-based hierarchy. For example, when you are given the option of techs 1A and 1B and you choose 1A to research, 1B is no longer available. Some of the techs that are higher up on the tech ladder will require that tech 1A is done, while others will require tech 1B. This adds a level of strategy and 'randomness' to picking your techs, as availability of higher level techs will depend on your choices earlier in the game. Similar choices are available with unit formations and battle tactics.
- Provinces and territories: In some game types, the map is subdivided into provinces that must be captured and annexed into a player's territory in order to reap their valuable resources and construct forward bases in these areas. If the host wishes, a player's starting province can also be surrounded by attrition borders to reduce early rushes.
- Real world map realism: Random maps are based upon geographical regions where the civilizations of the ancient world lived. These will be generated with biome specific-to-location features that replicate the look and feel of the world as it existed 2,000 years ago: flora, fauna and terrain.
- Multiplayer networking: Peer to peer, no central server.
- Includes a level editor (Atlas) integrated with the Pyrogenesis engine.