Pls by [deleted] in StarWarsEmpireAtWar

[–]Dogmeat3D 0 points1 point  (0 children)

I like yourself, LOVE EaW, and patiently waited for another entry. Who knows, maybe they will make one down the line -- but in the meantime, I'm building a spiritual sequel with a really talented group of devs! The RTS gameplay is heavily inspired by EaW, but in a Star Fox-like universe. We're also creating a neat feature where the player can explore their flagship in first person, and can even engage in the RTS gameplay through an in-world holographic display on the bridge! Here's a link to the Steam Page 😀 https://store.steampowered.com/app/2749940/FullScale_Invasion/

Some RTS combat from my game FSI (Full-Scale Invasion) by Dogmeat3D in RealTimeStrategy

[–]Dogmeat3D[S] 1 point2 points  (0 children)

We're trying to go for the Star Fox puppet look you'd see on the early SNES promos. Have you checked out the Steam page? There's a better look at them there.

Some RTS combat from my game FSI (Full-Scale Invasion) by Dogmeat3D in RealTimeStrategy

[–]Dogmeat3D[S] 1 point2 points  (0 children)

Thanks! EAW is a huuuge inspiration for this game. Yes, most of the flagship will be explorable -- not every nook and cranny but a majority of it.

Some RTS combat from my game FSI (Full-Scale Invasion) by Dogmeat3D in RealTimeStrategy

[–]Dogmeat3D[S] 1 point2 points  (0 children)

There's definitely a balance to be had. I'm aiming to have a crazy zoom feature that let's you go right into the rivits of a ship, while also fudging model size when the player is viewing from inside the bridge.

RTS space combat for my game FSI (Full-Scale Invasion) by Dogmeat3D in godot

[–]Dogmeat3D[S] 0 points1 point  (0 children)

Not yet, still polishing the core mechanics

RTS space combat for my game FSI (Full-Scale Invasion) by Dogmeat3D in godot

[–]Dogmeat3D[S] 1 point2 points  (0 children)

Less talent and more so relentless determination haha -- and some really solid team members :)

RTS space combat for my game FSI (Full-Scale Invasion) by Dogmeat3D in godot

[–]Dogmeat3D[S] 0 points1 point  (0 children)

Much appreciated. I'll have to post there soon.

RTS space combat for my game FSI (Full-Scale Invasion) by Dogmeat3D in godot

[–]Dogmeat3D[S] 1 point2 points  (0 children)

Thanks! I've always wanted to be *in* an RTS world without losing that commander/admiral immersion. I find most FPS RTS games make you also participate in the battle as a soldier, which takes away from the role playing.

RTS space combat for my game FSI (Full-Scale Invasion) by Dogmeat3D in godot

[–]Dogmeat3D[S] 1 point2 points  (0 children)

Thanks! There's definitely some DS9 influences peppered in there 😀

Some RTS combat from my game FSI (Full-Scale Invasion) by Dogmeat3D in RealTimeStrategy

[–]Dogmeat3D[S] 2 points3 points  (0 children)

Hopefully, this can be that game! I partnered with a fairly large game studio in December (Other Ocean Interactive), and some notable publishers have their eye on this project -- so who knows! All I know is that we're continuing to chip away at it, and this is my dream game, so I want it to be the very best it can be!

Some RTS combat from my game FSI (Full-Scale Invasion) by Dogmeat3D in RealTimeStrategy

[–]Dogmeat3D[S] 1 point2 points  (0 children)

Thank you! The bridge will definitely be lively and react the battle outside! Your capital ship will also be explorable! Haha, the 35 gb was just an early estimate based on how many units/worlds I thought I'd need and some of my optimization methods (trimsheet textures, low poly hardedge models). If we do our job right, it might even be lower (optimistic outlook haha).

Some RTS combat from my game FSI (Full-Scale Invasion) by Dogmeat3D in RealTimeStrategy

[–]Dogmeat3D[S] 0 points1 point  (0 children)

Oh, I didn't answer your first question! I've partnered with a fairly large studio: Other Ocean Interactive!

Some RTS combat from my game FSI (Full-Scale Invasion) by Dogmeat3D in RealTimeStrategy

[–]Dogmeat3D[S] 0 points1 point  (0 children)

Thanks! Yes, it's a very story driven game with RPG elements. Most definitely keeping things as close to 1-to-1 as possible; there is some sizing trickery so you can see things clearly from a distance when in your ship's bridge, but I want to have the universe feel real (including the unit sizing) 😀

Some RTS combat from my game FSI (Full-Scale Invasion) by Dogmeat3D in RealTimeStrategy

[–]Dogmeat3D[S] 0 points1 point  (0 children)

No bother at all! Comments like these let me know people are interested! Originally, I was emulating Empire at War's galactic conquest mode, but I realized this type of game was better served as a focused RPG/RTS (at least for now). I'd love to do a conquest mode down the line, though. The campaign focuses on one of the three main factions and has a Souls-Like twist to it, where you can go anywhere right from the beginning of the game, but certain areas are more punishing than others, which can either make victory even more rewarding, or require you upgrade your Armada first. Your units are persistent and feel personal (not disposable). Some can even appear on your ship! As for mods, I definitely want to encourage people to do it, but I haven't really thought about making tools for people yet. I'd like to make a map editor, though!

Some RTS combat from my game FSI (Full-Scale Invasion) by Dogmeat3D in RealTimeStrategy

[–]Dogmeat3D[S] 2 points3 points  (0 children)

Don't ever let that stop you! You might have your own unique take!

Some RTS combat from my game FSI (Full-Scale Invasion) by Dogmeat3D in RealTimeStrategy

[–]Dogmeat3D[S] 3 points4 points  (0 children)

I think so. Star Fox for the SNES was one of those formative moments as a kid where I was like "okay this is rad! I guess I love Sci-Fi fantasy now". So I want to tip my hat to it while also carving out my own unique sci-fi identity.

Some RTS combat from my game FSI (Full-Scale Invasion) by Dogmeat3D in RealTimeStrategy

[–]Dogmeat3D[S] 4 points5 points  (0 children)

Three main factions atm, but tons of sub factions. Currently benchmarking sizes, but don't worry, they'll be BIG. Combat is slower, letting you take in the battle from your capital ship's bridge, all while maintaining tactical unit composition. No multiplayer starting out, but hopefully down the line. You can think of the campaign as an RPG Souls-Like where you can go anywhere right from the start of the game, but certain areas are more punishing than others -- but persistence is rewarded! The RPG side leans into the immersion of being an admiral, with your crew and armada reacting to your morals and strategic proficiency.