
PowerNode is a turn based strategy game based around an alternative World War 2. It boasts a fully featured multi-player for two to eight players.
It is a fun and competitive game that is styled after a traditional war boardgames, but with all the advantages that modern real-time strategy games bring.
As the Commander of an Army, you have the task of wiping out all other players on the map by any means or forcing them into a situation where they have no other option but to surrender. You have the ability to spend resources on units to fight for you, or new technologies to give you the upper hand in a fight. You will have to outwit our opponent and use the tools you are given to overcome the challenges that you will encounter.
You control the units on the board from a view similar to how a army general would shuffle pieces around a war board.
Each player takes a turn moving and making units take different actions in their turn.
The biggest feature that makes PowerNode unique is it’s resource system. Dotted around the map are control points which gave PowerNode it’s namesake. Controlling these ‘PowerNodes’ means you are able to send a beam of light in one of six directions around that point. If you connect that beam to your starting base, you will receive a bonus to the resource points you receive at the start of each turn. You can build structures and vehicles to redirect the beam in way you wish.
Powernode was created at the end of 2010 as part of a Mini-Game Project. We were given a total of 4 weeks to create the game from scratch. When I created the original concept for the game, it started as a mock-up of a board game that was created during another project.
The board-game version would have had a round board, and tiles to designate the units and buildings in the game.
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After modifying parts of the game and making it work on a PC platform. The game was pitched to the class.
Three programmers and a artist put their hands up to work on PowerNode with me. A small team, but for the scope of our game we felt it sufficient.
Unfortunately after we started production one of the programmers who put their hand up decided that video games was not for him and left the course. That left us in a bind, as we were then by far the smallest team in the class (The next being seven people). Our inexperience with developing games meant we were uncertain about whether we could pull off the game such as it was.
Although we knew that features may need to be cut during production. We all agreed and said that yes, we will do it anyway and try our best.
Then game development happened. For four weeks we worked to create a video game. It went by in a blur, and at the end of it we found ourselves with our own really fun little game.
PowerNode
So we had created a game, and with only a few deviations from the first pitch. In only four weeks we had created a entire game, with full multiplayer and map creation. We are very pleased with the final product.
- This shows the first three minutes of a game. With the command center to the top of the map with factories dotted around it. Units have been moved around the map top control the PowerNode and the commander is receiving a power bonus.
- The control scheme was simple to use after the highlighted tiles were implemented. After selecting a unit, right clicking a blue tile would order it to move there, right clicking a red tile would attack the enemy unit that was in range.
- Mirror-Tanks and Reflectors have been placed around the map to redirect the power back to their Commander’s headquarters.
- Equipment can be built by a Engineer-Tank. These expand on the usefulness of infantry. (Left to right Artillery/BarrierShield/Reflector)
- Powernode shipped with a fully featured Map Editor, which can save the maps directly into your game directory. You can just paint on terrain, and it works really well. A very nice feature that was implemented is map sharing, so any map that you create will be sent to any other players that connect to you.
Four solid weeks of my life can be found below. At 165mb, it’s a steal.
View the Manual
Known Bugs.


































