Battle for Wayland Keep

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Author Comments

This game is large in size and may take a while to load. It also uses a lot of processing power and is recommended that you play it on a computer with 1-2 gig of ram and a decent CPU.

Battle for Wayland Keep is a prelude to the upcoming game "Ortus", which has been in development for almost a year. This 'minigame' (Battle for Wayland Keep) was put together to give players a sample of the history of the world in Ortus, and a 'tip-of-the-iceberg' sample of some of the game mechanics we have been building for Ortus.

-Mouse to move/select abilities
-WASD/arrows to control the camera
-SPACE BAR to toggle PAUSE, you can issue commands while paused

If you are having issues with loading or bugs, please inform us so we can try and make your experience more enjoyable :)


Good for steam!

You could probably sell this game on steam for maybe $6.99 and people would actually enjoy it! Im not a great fan of these kind of game games but im sure a few of my friend would love this game and playing even a bit of something like this would convince them to pay $8 to $15 dollars for your flash game!

well a health bar for those evil basterds would be nice

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I love this game kinda unbalanced with some enemies and powers though.

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Serious issues with lag the farther you get

Awesome game but the lag really hurts the gameplay. With so much going on it moves at a snail pace and it starts to effect your skills.

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Programmer Tips

Hi, I really enjoyed the game.
I've noticed 2 things that might not be perfectly right about your game engine, though I'm not completely sure.
1) The camera scrolling is done with either arrow keys, WASD or by moving mouse to the edge of the screen. The problem is with the last thing. When the mouse is outside the window, camera's not scrolling. If you're using AS2 you can make a button over the entire screen with code in it:
Initially mouseOnScreen should be false. If you have AS3, you should check if mouse position is outside of the window, and scroll the camera if that's so. I'm suspecting that this game is in AS3, because it can tell if I click outside of window.

2) I think I know why this is lagging. Upon examining the behavior of moving units closer, I've noticed that the game space is divided into little cells, and enemies are using what is called Pathfinding. That's bad for Flash, and not necessary at all. If all units are represented as circles, while some objects are rectangles, you won't need to divide the playing field into cells (meaning a unit's X pos can be 1.039 or smth), and you could apply a "sliding" algorithm for circle-units (involving maths). Pathfinding is needed only when there are obstacles on the ground, that need to be walked around. Blizzard's Wc3, for instance, ignores pathing of moving units. Screw cells.

I didn't notice any bugs, but I'm not feeling convenient about scrolling the camera with mouse, and I'd suggest you add mana points (!) AND A description for each of abilities when cursor is hovered over them, showing what it does, the duration of effect and cooldown. Can't say much else, 'cuz im just a retard lazy windbag.

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Credits & Info

4.39 / 5.00

May 23, 2011
11:42 AM EDT
Strategy - Real-time (RTS)
  • Frontpaged June 1, 2011
  • Daily Feature May 24, 2011
  • Weekly 5th Place May 24, 2011