My RTS gamw project

Hey, i am developing an RTS game with heavy inspiration from old Settlers (3 and 4) and maybe Stronghold games. I just want to share my progress with you guys and see what do you think about it 🙂

The game's been in development for around 3-4 weeks now.

?si=s3j5C5gnFrHiZxqc

Thanks and have a nice day!

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  1. 7 months ago
    Anonymous
  2. 7 months ago
    Anonymous

    Will it be fantasy or historical?

    • 7 months ago
      Anonymous

      I am restraining myself from implementing anything fantasy based, but maybe during the development course i will add a magician or cleric as an unit.

  3. 7 months ago
    Anonymous

    will you add infantry with arquebuses/wheellock/some other early gunpowder weapon?

    • 7 months ago
      Anonymous

      Gunpowder is on the table

      good luck with your game

      thanks!

  4. 7 months ago
    Anonymous

    Is it single-player or multi-player?
    Is it skirmish, roguelike, sandbox?
    Can I see your design document?

  5. 7 months ago
    Anonymous

    Cute

  6. 7 months ago
    Anonymous

    how are you handling collision? and what's a good way to parse vertex locations on terrain?

    • 7 months ago
      Anonymous

      I'm using navmesh with cutout obstacles. And about terrain, well you can modify it in realtime but not too much at once, 'cause it can get laggy. I found the sweet spot that does not affect the framerate 🙂

  7. 7 months ago
    Anonymous

    good luck with your game

  8. 7 months ago
    Anonymous

    frick off until you have something for us to play gayshitter

    • 7 months ago
      Anonymous

      Kys unproductive Black person

      • 7 months ago
        Anonymous

        Frick you shit for brains you can be productive without shilling your trash here.

  9. 7 months ago
    Anonymous

    You may want to let more be left abstract. Manually delivering resources to buildings heavily punishes expansion, and the various phases of interaction are more of an excuse to show animations than a real necessity for the game.
    If you want to make an RTS, AoE2 is the ideal starting point for inspiration.

  10. 7 months ago
    Anonymous

    >3-4 weeks
    so what exactly did you NOT pay for? Are you just doing the coding?

    • 7 months ago
      Anonymous

      Ye, just programming and shaders.

      You may want to let more be left abstract. Manually delivering resources to buildings heavily punishes expansion, and the various phases of interaction are more of an excuse to show animations than a real necessity for the game.
      If you want to make an RTS, AoE2 is the ideal starting point for inspiration.

      Not really, it's slower of course, but will make you think of "where should i place this to make it more efficient"

      • 7 months ago
        Anonymous

        >but will make you think of "where should i place this to make it more efficient"
        And when you have a bunch of archers in your economy, you'll be lamenting the fact that you can't move your vills as well as they can move their military.

        • 7 months ago
          Anonymous

          Nobody said that they can destroy your civil buildings 😉

          • 7 months ago
            Anonymous

            I didn't imply that. They don't have to destroy them. Just shooting at the villagers, or idling them inside structures is more than enough value.

            • 7 months ago
              Anonymous

              in the settlers 3/4 you can't kill villagers
              only soldiers and specialists can be killed

              • 7 months ago
                Anonymous

                0/10 for no warcrimes.

        • 7 months ago
          Anonymous

          Walls in answer for rush.

          • 7 months ago
            Anonymous

            You can't just use, "wall yourself in, bro" as a cop-out for sluggish civilian units.
            Games use abstractions because they trust players to be able to understand things like, "The villager cut up a boar and fed more people with it", even if you don't visually depict every step. If you want to make a good game, especially in a genre dominated by two super-heavyweights that have been going strong since the 90s, you need to have compelling gameplay.

            • 7 months ago
              Anonymous

              >cry about enemies rush
              >claim that wall can't save vs rush
              Lmao you moron.

              • 7 months ago
                Anonymous

                Who are you quoting?
                Play AoE2 and get good.

            • 7 months ago
              Anonymous

              >Genre dominated by two super-heavyweights
              >Advice OP to copy them instead of trying a different approach

              • 7 months ago
                Anonymous

                Copying is a good advice, because players can start playing right away without first having to figure anything out. When making boomer genre games it's best to avoid making them too exotic and too different than what people are used to, because it'll be too weird for them.

              • 7 months ago
                Anonymous

                Except what is the point if it's no different than the games it's attempting to copy? What real incentive is there for the boomers to play your game when they could just stick to play the same childhood titles for the hundredth time?

              • 7 months ago
                Anonymous

                Because they can't wipe their memory to experience these games for the first time all over again (yet). This is why new things are being made without actually being new, with only a window dressing to pretend that it's something new and innovative.
                I personally know a bunch of unadventurous people and they never step outside their comfort zones to try new things, and they seem to think they're going somewhere by walking around in circles along the same well-trodden paths.
                This may sound depressing but it's also kind of comforting because as a creator you won't have to beat yourself over not breaking new ground because even by retracing the footsteps of others you can make new experiences that others want to enjoy regardless.

            • 7 months ago
              Anonymous

              I don't think OP is planning to kill AOE2 or redefine RTS my dude. The one advantage you have as a single dev is the ability to try new things and do whatever the frick you want to do without shareholders raking you over the coals if it fails.

  11. 7 months ago
    Anonymous

    Non-tagetable civilian units. Only military.

    • 7 months ago
      Anonymous

      >Non-tagetable civilian units.
      Dead game. Just freeboom to victory.

  12. 7 months ago
    Anonymous

    I hope your game goes well

  13. 7 months ago
    Dave

    artstyle of a mobile game?

    it's over

  14. 7 months ago
    Anonymous

    Wow that's only 3-4 weeks work? I've never played Settlers or Stronghold or Banished but this looks like a really comfy city (village) builder to me. good luck anon and hope you keep us updated.
    Also I like seeing the workers carrying resources and building stuff.

  15. 7 months ago
    Anonymous

    Anon I wish you all the luck but first holy fricking shit can you adjust the color of the grass so it doesn't look like radiactive vomit?
    There SO MUCH contrast between units/buildings and the ground it hurts the eyes to look at.

    • 7 months ago
      Anonymous

      https://i.imgur.com/NDoufgB.jpg

      Hey, i am developing an RTS game with heavy inspiration from old Settlers (3 and 4) and maybe Stronghold games. I just want to share my progress with you guys and see what do you think about it 🙂

      The game's been in development for around 3-4 weeks now.

      ?si=s3j5C5gnFrHiZxqc

      Thanks and have a nice day!

      Here please try a lesser amount of contrast between the floor and the darkest color.

    • 7 months ago
      Anonymous

      [...]
      Here please try a lesser amount of contrast between the floor and the darkest color.

      Allright, gotta change that! Sorry if its too eye burning 🙁

      • 7 months ago
        Anonymous

        you may want to recalibrate your monitor

      • 7 months ago
        Anonymous

        you may want to recalibrate your monitor

        also, foreground objects should be more saturated than background objects

  16. 7 months ago
    Anonymous

    Multiplayer focused or singleplayer?

    • 7 months ago
      Anonymous

      Def multiplayer

    • 7 months ago
      Anonymous

      Def singleplayer

  17. 7 months ago
    Anonymous

    Will you also take influence from old TheSettlers-clones like Alien Nations and Knights & Merchants to an extent?

  18. 7 months ago
    Anonymous

    Make it highly moddable and i will give you 100$ for the thing, no fricking recent RTS games exist that would allow me to create anything via modding.

    • 7 months ago
      Anonymous

      just make your own, the reason RTS were a dime a dozen in the 00s is that they really weren't that hard to write. a* and bucketing are your friends.

    • 7 months ago
      Anonymous

      What about Rusted Warfare?

      • 7 months ago
        Anonymous

        >2D
        Sprites aren't hard, but i have over 2 TB of 3D models and assets for a fantasy based setting.

  19. 7 months ago
    Anonymous

    Make it a city builder that goes from a fictional English civil war in the 1650's to a fictional Georgian Era in the 1700's, with the finale being a fictional version of the Seven Years War. Fictionalized version of earth as well would be good. Citizens should also have a brothel as a need to fulfill. That's always missing from these games. Slavery should be an OP element for cash crop production in the fictional version of the Caribbean. AI enemies should also be a fictional Spain, fictional France and fictional Netherlands. Ally should be fictional Portugal.

    • 7 months ago
      Anonymous

      Oh I forgot, trade routes with fictional middle east and southeast asia for coffee, tea, indigo and nutmeg. Add a fictional version of the 13 colonies as well. Maybe at the end of the game they can wage a war to break away from you, but I think the game should end immediately before that period.

  20. 7 months ago
    Anonymous

    I've updated the textures and desaturated the game.

    ?si=sZDxo9lmnyqgJg_z

    • 7 months ago
      Anonymous

      I prefer the saturated version, it looks like there is no sun.
      Or maybe you should keep that saturation and play around with other properties but I don't like how it is now

    • 7 months ago
      Anonymous

      I prefer the saturated version, it looks like there is no sun.
      Or maybe you should keep that saturation and play around with other properties but I don't like how it is now

      Give the option of saturation, if you want your game to thrive and be cherished by the RTS community (all five of us) then give the game a large amount of options, including full modding capability, do this and you have my financial support.

      • 7 months ago
        Anonymous

        Unironically this. Make it open-source with mod support on Itch or GOG, and you have my money right there and then.

    • 7 months ago
      Anonymous

      That's DRASTICALLY better I love it so much now.

    • 7 months ago
      Anonymous

      very nice OP!

    • 7 months ago
      Anonymous

      It's much better. Faction color could be toned down a bit, would be better.
      The way flowers wave feels weird, too liquid.

  21. 7 months ago
    Anonymous

    any Kots

  22. 7 months ago
    Anonymous

    Thanks guys for all your feedbacks! I'm here and listening!

    Mods are on the table, altho i am not sure how as of yet. Maybe a scripting language integration (python? typescript?)

    As of now i am struggling with huge framerate spikes on behalf of modifying the terrain. I think i'm gonna focus on writing my own from scratch at this point since there's apparently no solution for the overhead of editing built-in terrain of Unity (the only one is poorly documented and the API itself is mostly closed).

    I did a voxel based terrains before so i'm gonna try to convert the minecraft terrain (smoothed ofc, marching cubes algorithm) to be the new terrain. It will be thousand times faster, but would require me to build map editor tools for it.

    Anyways the progress is made, i just realized how poorly optimized is the native code of Unity engine in some cases.

    Thank you all! I'll post a new video as soon as i have something!

    Btw, really quick solution would be to remove grass trampling entirely. That's the thing that makes framerate suffer.

  23. 7 months ago
    Anonymous

    ChatGPT came for a rescue. I think i managed to get a working workaround code for this shit lol

    • 7 months ago
      Anonymous

      >chatgpt
      >coding
      Oh no, is this a red flag?

      • 7 months ago
        Anonymous

        Nah, that's normal if you don't have a good documentation and the only instances of someone working with that code found on internet are posts from 2020 and nobody really solved it.

        I'm in the middle of making a workarond, i sliced the map to small chunks, they should calculate faster.

  24. 7 months ago
    Anonymous

    Said it too early lol. The code executes but doesn't work, i have to check wtf happened.

  25. 7 months ago
    Anonymous

    What's the theme of the game? Medieval non-descript factions? Or are you planning to flesh out distinct civs? Anything you plan to implement to make your game unique?
    I find it inspiring when one man studios do RTS games and wish you all the best!

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