Designing, Building and Self-Publishing a Mobile Strategy Game
Empires Rise was our own turn-based 4X strategy game, taken from idea to launch on iOS and Android in three months.
Summary
- The challenge
- Find out whether a turn-based 4X strategy game, usually played with a mouse on a big monitor, could work on a phone without losing depth.
- What we did
- We designed, built and self-published the game on iOS and Android in three months, with Perlin noise hex maps, rule-based AI opponents, ads and in-app purchases.
- The result
- A launched game, and an audio, ads and in-app purchase framework that still underpins our client projects.
In brief
Internal project, self-published
Overview
- Timeline
- 2020 (3 months)
- Platform
- iOS, Android
- Genre
- Strategy
- Engagement
- Self-Published
Built with
- Unity
- C#
| Area | What was built |
|---|---|
| Game design | A turn-based 4X strategy game inspired by Civilization and The Battle of Polytopia |
| Maps | A story campaign plus procedurally generated hex maps using Perlin noise |
| AI | Rule-based AI opponents |
| Factions | Multiple civilisations, each with its own leader |
| Monetisation | Ads and in-app purchases |
| Publishing | Self-published on iOS and Android |
| Legacy | An audio, ads and IAP framework still used on client projects today |
4X games are usually played on a PC with a mouse and a big monitor. Empires Rise had to fit the genre into a phone.
Hex Map Strategy
Players explore a hex map, found and grow their empire, manage resources and train units, all designed around touch.
Campaign and Random Maps
A story campaign sits alongside randomly generated maps, so every skirmish plays out on fresh terrain.
Multiple Civilisations
Each playable civilisation has its own leader and setting, giving players a reason to come back and try another side.
Random maps and computer opponents keep a strategy game replayable, but both have to feel fair.
Perlin Noise Terrain
Random maps are generated with Perlin noise when a game starts, producing natural-looking landmasses, coastlines and terrain every time.
Rule-Based AI Opponents
AI opponents follow clear strategic rules for expanding, building and attacking, so their behaviour is readable and their difficulty is easy to tune.
Faster Than Expected
The AI took its turns almost instantly, so fast that it had to be deliberately slowed down so players could follow what their opponents were doing.
Building the game was only half the job. Empires Rise also had to be monetised, published and supported.
Ads and In-App Purchases
Ads and in-app purchases were integrated and tested on both iOS and Android.
Store Launch
The game was taken through App Store and Google Play submission and launched on both platforms.
A Framework That Lasted
The audio, ads and IAP framework built for Empires Rise has been expanded ever since, and still underpins Ocean View Games' client projects today.
Idea to Launch in Three Months
One developer designed, built and launched a 4X strategy game on iOS and Android.
Full Lifecycle Experience
Design, development, monetisation, store submission and support after launch, all handled in-house.
A Lasting Toolkit
Our audio, ads and IAP framework started here and is still used on client projects today.
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