RVWP is a hybrid between a topdown shooter and a basebuilder.
You can switch between Hero and Architect modes at any time.
Explore, recruit, fight
In Hero mode, the player will directly control the
actions of their character. They'll be able to
explore freely, recruit, and fight.
If the Player's Character dies, then it's game over.
In singleplayer, the player will be able to load
from a save file, but in multiplayer they will need
to create a new character to continue playing.
Plan, build, organise
In Architect mode, the player won't be tied to any
particular character and will be able to issue
orders - for example, to build a wall. It works a
lot like RimWorld and other basebuilding games.
Architect mode only allows you to view and manage
your base and areas that you own - whilst your
player character is away, you can use it to check on
RVWP's gameplay has largely evolved throughout development. There's
no definite plans. The current idea is that you manage a group of
rebels hiding from a dystopian government, with procedural
generation and missions.
The game centers around managing a base of characters with needs
and loyalties. They will perform work the player has ordered, and
will be aware of their environment and any threats.
Semi-realistic combat, with knowledge of cover and hit stats.
Procedurally generated missions to further your cause.
Recruitment and loyalty.
Traffic, pedestrians, and vehicles.
Surveillance, AI police investigations, law and order.
For the last four years, I’ve been working on a sandbox game
using C++ and SFML.
The game renders the world as a topdown cross-section, with support
for changing the z-level by walking up and down stairs.
The original aim was to use C sockets to learn about lower level
multiplayer networking concepts - such as reliability,
latency mitigation, and prevention of cheating.
However, the focus has since changed to developing this project
into an actual game with interesting new mechanics.
The world is already "near-infinite", with a simple noise-based map generator.
The world has 3D lighting using a
flood fill algorithm.
In hero mode, you can control your character - wandering around the world,
performing some basic interactions.
In architect mode, you can place blueprints. NPCs will build blueprints,
using a job queue and simple game AI.
There's Lua modding support, with hot script reloading.
It was decided to use behaviour trees to program NPC behaviour. They
have the benefit of avoiding complicated state transition logic,
allowing any state to respond correctly to threats or another
interruption. The code for this in RVWP is custom, but the trees
themselves are edited using a GUI tool called
I will be improving the NPCs and architect modes by adding new jobs
and types of behaviour. I will also be working on hero gameplay,
such as combat.
There are no builds available, you'll need to build RVWP yourself.