Hello /vst/ I'm an indie developer making a strategy game which you might call /vst/core (genocide included) I just put an alpha on itch for free https://nikousstudio.itch.io/ascendant-dawn here. It's grand strategy but instead of being stuck in one place you're a nomadic tribe that does stuff like raid cities. Altogether it's sort of a cross between mount and blade and europa universalis The alpha is pretty basic and more of a vertical demo with lots of stuff cut out.
Tip Your Landlord Shirt $21.68 |
Not to discourage you OP but you could have at least made a gameplay vid showing off how the game plays. The one on the youtube channel doesnt show much
is there hunnic gameplay?
i want to burn proto bulgaria and serbia to the ground
or is the game more ''bronze age collapse barbarian rape horde'' since it would have naval gameplay and more freedom to fanfic as the player pleases?
It's in a fictional world like mount and blade so no real life cultures however there are plenty of analogies for real life ones.
It is mostly bronze age focused but no naval gameplay.
I'm going to upload a gameplay video soon, which will also explain some of the less intuitive stuff.
>It is mostly bronze age focused but no naval gameplay.
>no naval gameplay.
dropped, having hordes of cybersemites wail on each other with khopeshes is not enough in 2023
>>no naval gameplay.
This i want to give sone advice
Set the next game in some colonial era like 1700 or 1800. Put europa, africa and america (not necessary every part) add naval battle, and some micromanagement:
military: put different rifles and artillery like grand tactician and different regiment like light infantry, elite, line and grenadiers
Civil: build construction or new cities like napoleon or empire or rome 1.
Battle: easy and not with ultra complicated commands, a light Hud a mini map clear that show your unit pretty well and the possibility to divide a regiment in multiple unit so you can attack a city with narrow streets easily the command to stand up or lying down (in 1800 it was more used) and add realistic features like morale, accuracy, stamina and so on.
>here's my advice
>make a completely diferent game
wtf is wrong with ESLs lol
Name one game where naval gameplay doesn't detract from actual gameplay
RTW1/2/3
Black person get your shit ready and presentable before you make a shit thread or "announce" anything anywhere because nobody cares otherwise
at least better than the moronic idea guy threads that are always around
What are you talking about?
>hey /vst/ I'm going to make a game, it will be civ style but the battles are RTS hurr durr, here are some faction ideas I have
Can't you post a real example? Also why are you so mad? Calm down
you're the one telling someone with an actual functioning alpha and a legitimately novel idea not to post here
>muh proofs??
search "idea" in the catalog almost any day you mongoloid
If you go to any game dev community half the people will be trying to make a mmorpg with a trust me bro mentality.
You are moronic man, take a day off
Nice water
sounds amazing, thank you for shamelessly shilling this anon
damn, yet another emotional scam gsg project that will never make it past the tech demo phase, just what I wanted
My scam project is completely unemotional.
What I've got isn't really a tech demo
Hello Kevin, are you still in the nstate business?
i turned the graphic all the way down and it still runs super slow
i hate steppe Black folk
sounds like an actually good idea OP, there should be more games taking primary inspiration from mount & blade
Adding a new structure
I am now interested in your game
Sounds interesting and looks quite nice, hopefully it'll make it past alpha state
Frick off. This isn't a board for every moron to advertise their shitty games.
>t. posts 8 HoI threads and freebases horse estrogen
>complains that RTS games are dead
>Indie developer trying to breath life into genre
>"WhAt ThE frick ArE yOu DoIng?!?"
Video didn't give me much to go on from, but good luck.
WELL INTEGRATED NAVAL GAMEPLAY IS THE PHILOSOPHER'S STONE OF STRATEGY GAMES
NEVER GIVE UP
I'm thinking of including naval gameplay after I've released in an update.
Also I updated it https://nikousstudio.itch.io/ascendant-dawn/devlog/575713/ascendant-dawn-0116
This game is old school crap, with these graphics how can you tell what's what?
This is me and I was joking, I'm asking the dev to clear what's crashing the game for me, it crashed at play.
I fixed the crash and I'll get the next version up fairly soon.
Wow it looks like shit
So do you. And yet, here you are.
>why does the 0.1 version of a solo project have programmer graphics
>So do you. And yet, here you are.
I will download your game with utorrent
okay so couple of remarks
first off your game has actual soul so im intrested
now for the problems
-in the tutorial, you can't change your settings so i was stuck with qwerty keyboard movement and hotkeys; but im on a french azerty keyboard.
You should be able to change the setting straigth from the get go
-when the game asked me to go in the valley i went into the village and crashed lol
graphics wise its very good maybe the generation needs a bit of a tuneup but otherwise don't lisen to other anons
Thanks for the feedback.
I forgot about different keyboard layouts so I'll add settings for that, will probably just be in the main menu though for now.
I'd imagine the crash was because of a bug I fixed so that probably shouldn't happen in the latest build.
>You should be able to change the setting straigth from the get go
and developer that has a splash intro before i can tweak volume should get 30 lashes
Just released a new version with the following change log.
-Re-added armies
Armies Patrol, Merge, Dissolve, Raid and Annex
-Added new building icons
Barracks, Copper Mine, Glass workshop, gold mine, iron mine, murex farm, silver farm, spice fields, tin mine, vinyard, storehouse and sewers.
-Added key mappings
Got some feedback saying the key set up wasn't good on some keyboard configs.
-Improved army UI
Now shows number of troops instead of number of units
-Made the AI build sewers a little less
-Allowed AI to recruit more unit types
-Made AI with the mood dormant less likely to declare wars
-Made dormant AI lose war commitment quicker
- Tweaked war pull and commitment
-Fixed minor event text being off screen
-Decreased random event frequency
-Slightly increased the rock texture of the terrain.
-Improved the mesh for the mineral deposit resource node.
-Added a small aesthetic structure to the tutorial map.
- Added functionality to the slave market
You still can't buy slaves but you can free slaves and reduce security. Also slave escapes will now happen randomly based on security.
-Added more slave market UI
-Added escaped slaves
just tried it, its still pretty rough as expected from an alpha: can't switch to windowed and the camera zoom is a little unintuitive, as for the gameplay what do i do for the deer?, it says i should kill them but how do i do that? my guy doesn't want to move to the deer herd, meanwhile the other ai are going ham producing settlers
I didn't really know people liked windowed mode but I'll add that now. As for the deer you have to click on it to follow then increase the game speed to approach it, I think the tutorial still might be a little lacking. There's probably a few too many settlers so I'll also reduce their spawn rate.
Thanks for the feedback.
if you don't want people playing in windowed mode don't give us the setting for it
Can you send the torrent link?
>https://nikousstudio.itch.io/ascendant-dawn
No torrent just this link