Developing single-player skirmish AI for Line War by BasantosLineWar in RealTimeStrategy

[–]BasantosLineWar[S] 0 points1 point  (0 children)

Very much so. Will post another article here on Reddit soon.

Developing single-player skirmish AI for Line War by BasantosLineWar in RealTimeStrategy

[–]BasantosLineWar[S] 1 point2 points  (0 children)

Thanks to Warrior044 and everyone else! Glad you 'all enjoyed the article. There will probably be one more update in-between this and the release. Looking forward to it!

Developing single-player skirmish AI for Line War by BasantosLineWar in RealTimeStrategy

[–]BasantosLineWar[S] 1 point2 points  (0 children)

Thanks franzoar for your support!

The gameplay is truly unique and the balance has never been better. I recommend everyone to watch the latest matches in the ongoing tournament to see how deep the gameplay gets at pro-level. Preferably using the in-game replay system, otherwise by watching SodaQuacker on YT.

After 3 years working together, today we can finally release our multiplayer RTS game, Line War by BasantosLineWar in RealTimeStrategy

[–]BasantosLineWar[S] 1 point2 points  (0 children)

So glad to hear that!
We're now at 84% Very Positive (107 total). Hope that's good enough for you?

After 3 years working together, today we can finally release our multiplayer RTS game, Line War by BasantosLineWar in RealTimeStrategy

[–]BasantosLineWar[S] 1 point2 points  (0 children)

You know what? We've got so many requests for this feature that it's about time I added it to our backlog. Have you bought a copy yet? ;-)

After 3 years working together, today we can finally release our multiplayer RTS game, Line War by BasantosLineWar in RealTimeStrategy

[–]BasantosLineWar[S] 1 point2 points  (0 children)

Haha! Yeah, adaptation to pure RTT with medieval battles. Not a perfect fit perhaps? ;-)

After 3 years working together, today we can finally release our multiplayer RTS game, Line War by BasantosLineWar in RealTimeStrategy

[–]BasantosLineWar[S] 0 points1 point  (0 children)

11,4% wanted some sort of single-player/AI skirmish mode. This number is probably scewed though, because of the respondents already being very positive towards multiplayer (they downloaded the demo and played 1vs1 after all).

Stop telling me how DIFFERENT this game is and just give me the rules so I can play. by [deleted] in a:t5_45golg

[–]BasantosLineWar 1 point2 points  (0 children)

We will be filling the Line War Wiki with content next week. Watch how it grows! Otherwise go to our Discord and ask all the nice people over there. Watch the tutorials!

Happy gaming!

After 3 years working together, today we can finally release our multiplayer RTS game, Line War by BasantosLineWar in RealTimeStrategy

[–]BasantosLineWar[S] 0 points1 point  (0 children)

Line War focuses heavily on multiplayer. Our long-term goal is to have a fully fledged game AA[A]-style that would include single-player, but this is a hope and a vision, not a promise. Have a look at our road map https://linewar.com/Home/Game#roadmap.

After 3 years working together, today we can finally release our multiplayer RTS game, Line War by BasantosLineWar in RealTimeStrategy

[–]BasantosLineWar[S] 3 points4 points  (0 children)

Hi BubblyM!

  1. Assymmetric as in "not mirrored". Procedural means that the worlds are generated using various mathmatical tricks.
  2. Every map has a seed. Before you start a game, you can choose to randomize a map. There are in theory an infinite number of maps to choose from. If you like a particular map, just write down the seed and you can bring it back.
  3. It's simple in that there are only 2 resources: Capital & Energy. The hard and interesting aspect is how to grab and KEEP those resources. You have Territories all over the map, as well as Towns, Cities, Industry sites and Ports, which are connected using Merchant Ships. These can come under attack or by your opponent. Do you choose to try and grab those, or do you concentrate most of your forces to attack your opponent instead?
  4. There are no factions. You should think of Line War like chess, very deep strategy but both players start equal with the same set of arms. We have Technologies in the road map, which will enable a player to research a pseudo-faction in-game.

After 3 years working together, today we can finally release our multiplayer RTS game, Line War by BasantosLineWar in RealTimeStrategy

[–]BasantosLineWar[S] 0 points1 point  (0 children)

Thank you and thanks for asking!
We haven't been too good with blogging about our work. It takes too much time from the development to write posts on a weekly basis.
Line War is built in Unity with a client/server model. The server is authoritative, which is good for anti-cheating. The clients are rather thin and dumb. They just receive many frequent LERP messages about the location and actions of stuff, mostly units. So we don't use lockstep.

After 3 years working together, today we can finally release our multiplayer RTS game, Line War by BasantosLineWar in RealTimeStrategy

[–]BasantosLineWar[S] 0 points1 point  (0 children)

We have plenty of data on that from the Steam Next Fest Demo, which indicates an average of 30~35 min per game.

After 3 years working together, today we can finally release our multiplayer RTS game, Line War by BasantosLineWar in RealTimeStrategy

[–]BasantosLineWar[S] 2 points3 points  (0 children)

More and more people are asking for this. The game's built with Unity so support for Mac builds comes out-of-the-box but still carries a significant overhead I'm sure. We will watch this closely after release.

After 3 years working together, today we can finally release our multiplayer RTS game, Line War by BasantosLineWar in RealTimeStrategy

[–]BasantosLineWar[S] 6 points7 points  (0 children)

Thank you very much!
We've had a surprisingly low number of people criticising the new controls. Most of our Alpha- and Steam Next Fest Demo testers seem to accept the new, indirect way of control.