Project Introduction
At the moment, AfterWar has:- 5 types of maps, with the ability to disable the visibility of naval battles
- Alliances.
- Combat actions that are controlled in the regions panel. Realistic damage calculation and combat system. The percentage of advantage in battle is displayed graphically
- More than 166 countries to play in
- Budget and economic system
- Factors of corruption, stability, and greatness of the country
- Dynamic population. The number of people in the world is equal to the real one. Population growth and decline depends on corruption and stability
- Mobilization of the population
- Research: Sea colonization, ocean colonization, air force
- Saving the game in a unique .aw format
- Real time. The game is not turn-based
- Photorealistic map
- More than 850 regions
- More than 43 languages
- Android version of the game
Plans for what will be in the next versions of the game until the release:
- Multiplayer, will be released from November 10 to 20
- Interface updates
- Splitting regions, improving map quality
- The emergence of the division of regions into “provinces”
- Cities. Investments in them, transportation system
- Elections in the country, which can be followed directly on the map (distribution of votes by province)
- Adding at least 6 more languages: Traditional and Simplified Chinese, Hebrew, Arabic, Korean, Thai and Japanese
- Peace treaties, wars with alliances included in them (alliance vs. alliance)
- 3D terrain
- Map editor, provinces and more. A workshop that will not be tied to Steam, but a separately created ecosystem of AfterWar accounts (a clear name for the ecosystem will most likely be invented)
- A combat system with a solid front. Personal management of brigades and divisions. This will most likely be version 1.0, the release
These are the highlighted mandatory items that will be present in the game.
The goal is to create the highest quality game, combined with simplicity and modern mechanics. Most players are already starting to get bored with the trend of medieval design, complexity, and difficulty of strategies. Many players don't even want to look at strategies because of their banal stuffiness and overloaded interface. It's time to make changes to the strategic gamemode in the next few years, to add freshness and attract new players, giving rise to a new generation of strategies that are not based on hackneyed themes such as World War II or the same Middle Ages...
About Developer
The development is going on alone, and alone it is this project that will be completed (the first part of the game). The creator of the game is a 17-year-old internally displaced person from the Luhansk region, who has lived there all his life, and since 2014 near the front, living in Toshkіvka, which was destroyed by the russians in 2022My name is Dmytro Lumen, and I will win despite all the difficulties. Creating a game of this magnitude is difficult, especially without a lot of experience. But nothing will stop me, no matter who is stronger, more experienced and smarter than me in many things (like maths :D). I will get better as a developer every day, even though it is possible to be better than me, but my motives, my motivation no one can surpass. Believe me, who reads the description, I know what I'm talking about and never my voice will not be shaken in these words
Thank you reader for your attention!