Hey there! I'm Dru Staltman. I serve as the Lead Gameplay Engineer on Demigod. I'm gonna talk briefly about how engineers are helping to build Demigod.
We built Demigod from the technological feat that is Supreme Commander. At Gas Powered Games, we crafted a mega powerful Real Time Strategy engine where robots clashed battling for planets. The game was what the marketing people call revolutionary.
Chris Taylor envisioned a game where you could zoom in and out of the battle field. The Strategic Zoom was born and an engine was built. Enormous battles, giant robots, pew-pew lasers, nukes, and more were all stuffed into Supreme Commander.
For Demigod we took out the robots and added the fleshy bits. Building Demigod on the Supreme Commander engine has been an awesome and exciting challenge for the engineering team. From an entirely new animation system to an entire new way to look at maps to a complete overhaul of how combat works to adding RPG elements to the game, the process of creating the Demigod engine has been fantastic.
We created the game with goals in mind that would stretch every department. Engineering had a monumental task of taking an RTS engine and convert it into an Action RPG body. We have done a fair amount of gutting, building, demolishing, streamlining and rebuilding up to this point in the project.
An RTS engine does a number of things very well (and the Supreme Commander engine was no slouch). A number of these translate perfectly into an RPG. However, an RPG has a new set of requirements to work the way we want it to work.
A great example of how we have changed the core engine is spell casting. In Supreme Commander, we had robots that did not cast spells. That sounds simple but Demigod is a game about casting awesome spells to destroy those that stand before you. This one feature has taken a huge amount of time and effort to get functioning. Adding the vocabulary for units to know they can cast a spell was the start. Units also needed a mana system, which we did not have in Supreme Commander. Throw in the dozens of types of spells you can cast such as area attacks, targeted nukes, attacks on a line, and more. We have ourselves a very robust spell casting system that we built from the ground up for Demigod.
There are so many additions to the engine I cannot possibly list all of them. All the engineers who are working on Demigod are taking the Supreme Commander engine and adding something new, unique and awesome.