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!
Will it be fantasy or historical?
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.
will you add infantry with arquebuses/wheellock/some other early gunpowder weapon?
Gunpowder is on the table
thanks!
Is it single-player or multi-player?
Is it skirmish, roguelike, sandbox?
Can I see your design document?
Cute
how are you handling collision? and what's a good way to parse vertex locations on terrain?
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 🙂
good luck with your game
frick off until you have something for us to play gayshitter
Kys unproductive Black person
Frick you shit for brains you can be productive without shilling your trash here.
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.
>3-4 weeks
so what exactly did you NOT pay for? Are you just doing the coding?
Ye, just programming and shaders.
Not really, it's slower of course, but will make you think of "where should i place this to make it more efficient"
>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.
Nobody said that they can destroy your civil buildings 😉
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.
in the settlers 3/4 you can't kill villagers
only soldiers and specialists can be killed
0/10 for no warcrimes.
Walls in answer for rush.
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.
>cry about enemies rush
>claim that wall can't save vs rush
Lmao you moron.
Who are you quoting?
Play AoE2 and get good.
>Genre dominated by two super-heavyweights
>Advice OP to copy them instead of trying a different approach
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.
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?
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.
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.
Non-tagetable civilian units. Only military.
>Non-tagetable civilian units.
Dead game. Just freeboom to victory.
I hope your game goes well
artstyle of a mobile game?
it's over
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.
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.
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 🙁
you may want to recalibrate your monitor
also, foreground objects should be more saturated than background objects
Multiplayer focused or singleplayer?
Def multiplayer
Def singleplayer
Will you also take influence from old TheSettlers-clones like Alien Nations and Knights & Merchants to an extent?
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.
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.
What about Rusted Warfare?
>2D
Sprites aren't hard, but i have over 2 TB of 3D models and assets for a fantasy based setting.
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.
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.
I've updated the textures and desaturated the game.
?si=sZDxo9lmnyqgJg_z
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.
Unironically this. Make it open-source with mod support on Itch or GOG, and you have my money right there and then.
That's DRASTICALLY better I love it so much now.
very nice OP!
It's much better. Faction color could be toned down a bit, would be better.
The way flowers wave feels weird, too liquid.
any Kots
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.
ChatGPT came for a rescue. I think i managed to get a working workaround code for this shit lol
>chatgpt
>coding
Oh no, is this a red flag?
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.
Said it too early lol. The code executes but doesn't work, i have to check wtf happened.
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!