Warhammer: Age of Man

I wanted to show a project I am working on since year or something.
The goal is to create multiplayer RPG that will give an experience similar to real tabletop.
To achieve that, the whole “presentation” layer is highly abstract and cut down to a bearable minimum.
Frequently description of player/npc actions would be high level and textual (character “did that” or “that”).
This apporach seems to be working in most-complex games (i.e Dwarf Fortress) and I hope it will work for me too.

Originally the project was meant to be a playground for applying natural language processing (NLP) techniques to generate plausible NPC character actions. Since most of the game can be described with lanugage this seemed like a doable thing.

Without further delay a few screenies, of strategic & encounter map.

Obviously, the strategic map rendering and encounters are done in Babylon.js
the server is done in node.js + colyseus.


This looks quite promising! Will look forward to seeing more of this

OMG this is excellent! Adding @PirateJC !!

@pietrko this looks so cool!

Would you consider submitting this to our 4.2 release video?

Looks promising!

I don’t think i can make it - the project is not mature enough IMHO.
For now I will stay in stealth mode at least for a couple more months.

But I’m glad you’ve asked.

Awesome no problem at all! Maybe we can get it in for the next one!

Time for a little update:
Lots of changes from gameplay perspective:

  • I’ve manged to plug in bullet for serverside collision detection and raycasting (node.js addons are quite tricky)
  • more complex inventory and equipment managment
  • basic economy simulation for strategic map

Still some visual happened too -> 3D locations are now supported, even if the encounter map is supposed to be in top-down, I will still use 3D since it gives tons of options for lightning, particles and so on.

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Recently a simulated combat was implemnted.
It would be the only way to fight so far, I’ve decided that without putting extra effort in 3D stuff I won’t be able to implement dexterity based real-time combat.

Simulated combat depends only on your unit stats.
It has pretty complex model, where units move and come in contact with another.
The contact-width decides how many members of a unit can attack enemy.
This way a phalanx would be more effective than horde even if numbers are equal.

Here’s how it looks from player perspective.
It’s simple html form with updated progress bar.

The game should support many units combat thus the decision to make it simulated without player deciding every move of his avatar.


So, huuuge update in terms of game content.

  • TRADE Generic trade → there’s an algorithm based on “utility” function that dynammically assigns price to any item in the game, depending on it’s local supply & needs and NPC can use it. I’ve actually digged into microeconomic to come up with something :smiley: It matters beacause it will allow an economy that is dynamic and behaves well if new goods are added.

  • FIGHT Deep simulated fight with items, meele & ranged weapons, where each unit has a multitude of stats that govern its performance within the game.

  • More polished interface

  • Followers → your here can have a generic creatures that follow him into battle

  • Dynamic terrain (in short this allows better graphics and much more trees and cool stuff on the map, of course game still looks like shit but there’s a chance this will change)

  • Field of View

  • Finally working equipment system with multiple items to wear

  • Survival elements (entites consume items tagged as food while moving on strategic map)

Some new fight with icons denoting the current action/state an unit is undertaking


I love this a lot !!!

It’s getting better and better!

And a bonus, recent low poly assets for strategic map for Kislev


"AI" update!

  1. beastmen have now very simple “AI” that allows them to chase alive humans and fight them (if caught)
  2. Followers will now take money and food rations from entity they follow. They will desert if not fed/paid.
  3. Deeper combat model: certain weapons perform better when charging, there’s armour system aaand your warrior/hero can wield multiple weapons and changes them according to combat phase.

Also pretty pictures: The question of the day how many trees is enough?


There are never enough trees :slight_smile: