NOTE: This post is backdated from my previous blog. Elite Command has since gained a spiritual successor in the form of Zetawar, a ClojureScript-based game by David Whittington which uses Elite Command’s graphics and adapted some ideas from the original source code. Definitely check out Zetawar!
Elite Command is a web-based, turn-based, asynchronous multiplayer tactical strategy game I wrote between 2010 and 2013. During this time, the game gathered a small but hardcore, dedicated base of players. It was a product of love, and rarely did a day go by that I didn’t participate in a game.
Unfortunately, I had to shut the game down due to the monthly hosting bill while I bootstrapped my startup. Since then, I have planned for a long time to open source it so that it might see a future, whether as an example to learn from, the start of another project, or simply a clone if anyone wants to host it. Today, I have finally gotten around to it.
I don’t presently have time to fully document the code, but the specs should run and give a basic understanding of the most important parts. The app depends on MongoDB, Redis, and Orbited (Python). If you want to get it running and experience any difficulty, or if you have any questions about how parts of it work, feel free to file an issue and I’ll respond as soon as I can.
A 3-player game in progress:
Testing roads and bridges, which could be part of a map or built or destroyed during the game by Engineer units:
An island-hopping map. The game included support for transport units, necessary for moving land units across bodies of water. A land transport armored personnel carrier was also planned but not yet implemented.
The built-in map editor allowed anybody to create their own maps, either from scratch or based on existing maps:
Elite Command provided a small community with a lot of fun while it was online, and I hope that its code can further serve someone out there a purpose. If you do put it online, be sure to let me know and we’ll have a match! 🙂