During the last three semesters of school at the Art Institute of
Vancouver | Burnaby students are required to team together and build a
game using their combined knowledge of programming, art, design and
sound. Most teams use the Unreal engine and build a mod for their
project, but our team decided to build our game from the ground up,
using no pre-built engine. With lots of doubt surrounding our group and
with only a single programmer we went to work….and work we did. For
nine months our team of ten students spent night and day, mostly night,
working away on Sixth Age.
In the end it all paid off as we were left with an amazing project that
blew everyone away. We’ve now taken our game and entered it into the IGF
competition as well as the Slamdance Guerilla Gamemaker competition.
A bit about the game:
Sixth Age offers deep game play that is easy to learn yet hard to
master for casual and die hard strategy fanatics. Players choose from a
diverse selection of playable characters, each one possessing unique
spells and abilities. Then utilizing chess-like strategy on a hex based
grid, players use a selection of melee weapons and magical attacks to
devestate their apponent. Victory will prevail to those who utilize the
tactical advantage that each member of their army offers.
You can find a demo as well as more screenshots and information at my
- DirectX 9.0b
- Vertex and Pixel Shaders 2.0
- Supports full-screen post-processsing effects.
- Support for normal mapping of static | animated meshes.
- Character animation via matrix palette skinning with vertex
- Advanced particle system, fully customizable through the Particle
- 128x128 grid with no LOD
- Octree for fast culling of terrain
- Four texture layers + one lightmap over the whole terrain
- Create and modify, then save and load in game with Terrain Editor
* Input & Sound:
- DirectInput for mouse | keyboard control.
- FMOD used for loading | playing .wav, .ogg, .mp3 files.
- Dynamic sky-sphere that cycles from day-to-night, using just a small
- Skybox encloses sky-sphere so stars | planets can be seen.
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very impressive! great job!
I downloaded and tried your game but it crashed on startup, which I’m
guessing is due to your engine’s reliance on shader support. I tried
Swift Shader and it only helped get me up to the splash screen, but
still no luck.
Interesting game. How come the winning team gets all the turns in the
The requirments for the game are:
2.0 Ghz CPU
DirectX 9 Compliant Video Card with vertex/pixel shader 2.0 support.
Thanks for all the compliments.
Interesting use of hex terrain. Is this turn based? I was unable to view
your site since it apparently is totally flash.
Crazy! This looks like an amazing game and a very worthwhile project!
Well done to all involved, and it looks like the hard work really payed
What causes the 512mb minimum requirement?
The 512 ram ensures a nice smooth playing experience, however my home
computer will run the game with 256 and only a 1ghz cpu. As for why the
winning team gets all the turns in the end was probably just a strange
coincidence in your game. Depending on how many Action Points each
character uses per-turn will result in a longer wait for their next
Yes the game is stricly turn-based, but given more time we’d love to
make a variation that wasn’t! The hex-grid is just overlaid on the
terrain and controls movement/defense/collision. As well my web page is
strictly in flash (surpised you don’t have it!) but if you want to
download the game you can go to this link here:
which won’t require flash.
Oh how a great many of us wish we had a team of artists to follow our
Well, it ran perfectly fine for me although I was hoping for a 1920x1200
The animation and targetting effects worked great. The zoom controls
threw me off a little but not unuable for gameplay.
The defense and other ground overlay were interesting … do they work
on single planes only?
The hex-grid overlay conforms with the terrain. Each hex is made up of a
triangle fan with with all vertices positioned at the same height of the
terrain. When rendering I render the hex-grid with z-buffer off so there
is no clipping between them and the terrain.
Yeah our artists/modelers/animators did an awesome job. Couldn’t have
asked for anyone better.
I just played this game and have to say I think this is amazing. Very
well done. I’m building a hexagonal based TBS too, but its nothing as
good as this!
Are you planning on finishing the game off by adding an A.I component
and releasing it as shareware or something?