Basics: Server Events

When the server needs to notify the client that something significant is happening, it sends it a server event. Examples include incoming missiles, the fact that the player’s ship is destroyed, or a chat message. Like actions, events have types that identify them over the wire. They are also property holders so they can contain […]

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Basics: Actions

To allow a consistent way of handling traffic between client and server, we introduced the actions concept. This based on the Command design pattern and makes it quick for us to implement features that requires functionality on both client & server sides while keeping the code elegantly isolated in single-responsibility classes. All our actions implement the IGameAction interface […]

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Our game play structure relies on three core components: Entities, Actions, and Server Events. The main reason for this abstraction is to allow easy communication with the server. By wrapping our core components in well-defined structures we can easily expand them while ensuring that they can always be serialized and deserialized correctly. Entities Any object […]

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Lobby Screen

2D Art, Concept Art

          When players first join the game, they go to the lobby screen by default. This is where they can create new battles, invite friends to join their battles, and respond to invitations they receive. This is our original lobby screen concept.   And these are the final visuals for the […]

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Welcome to War to the Core’s official website. The purpose of this site is to provide exposure to our in-the-making game project to anybody interested to follow our progress or get involved. Whether you would like to test our game, check our artwork, or criticize our ideas, we would like to hear from you. Please head […]

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War to the Core

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  • Solo missions

    Solo missions

    Hey guys, here are the specifics of the first two solo missions, those are sketches of the first two missions. First mission: A harvester is placed near the ship, generating supply caches. The player collects energy caches and escapes a ring of mines. No supply links allowed. The sensor component is introduced by one of […]Read More »
  • We made it to the Top 100!

    We made it to the Top 100!

    We are stoked that we managed to land on IndieDB’s Indie of the Year’s Top 100 list! We are also the only MOBA that made it to the list! The support we got from the community was overwhelming, and we would like to thank each and every person that helped us get this far. Whether […]Read More »
  • Full Campaign Series, Version 3

    Full Campaign Series, Version 3

    Characters: Daniel Blaze. Protagonist, player-character. Headstrong and rebellious. Ambiguous loyalty to the Shepherd Coalition. Joseph Blaze. Father of Daniel Blaze. Commander of the Leviathan mothership until executed for treason by the Shepherd Coalition. Sylvia. AI assistant. Provides intel, advice, mission objectives. Captain Zhukov. Cyborg commander assigned to hunt down player during the first several missions. […]Read More »
  • Story: Episode 1, Version 2

    Story: Episode 1, Version 2

    The Blaze family had long been controversial. They supported the Shepherds, but continually frustrated the Orthodox elements of their faction. Joseph Blaze was especially known for his tolerance of the weakling families that used genetic engineering to alleviate the sicknesses that exposure to the Earth’s surface had inflicted on them. Such tensions between orthodoxy and […]Read More »
  • Story: Episode 1

    Story: Episode 1

    Location: The Pole Base. When Daniel Blaze passed his final test and became the primary candidate to pilot the Leviathan, the Shepherds’ newest ship, he caused a quite a stir. Not because he’s the youngest member of the Pole fleet to be nominated for admiralship, the faction had already made peace with this as a […]Read More »
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