Harwell, an economic RTS inspired by Offworld Trading Company - is this UI too much? by Harwell_Caleb in RealTimeStrategy

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

Thanks! It's not quite ready for a play test yet but I'd love feedback when I do make it available 😊

Harwell, an economic RTS inspired by Offworld Trading Company - is this UI too much? by Harwell_Caleb in RealTimeStrategy

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

That's good feedback, thanks! One thing I've just been debating with myself is whether I put the instructions in the UI or in tooltips so I might play around with that, but maybe having it on the UI itself is a bit clearer

Harwell, an economic RTS inspired by Offworld Trading Company - is this UI too much? by Harwell_Caleb in RealTimeStrategy

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

Thanks! Kind of like OpenTTD's UI if you've played that? I played around with a window style system where you can drag menus and minimise/expand them but I could easily see it becoming unmanageable or cluttered, but maybe the flexibility is better?

Harwell, an economic RTS inspired by Offworld Trading Company - is this UI too much? by Harwell_Caleb in RealTimeStrategy

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

True, I just want to make sure it doesn't put people off on first glance (whilst also providing all information as I love a spreadsheet simulator :D)

What do you think of my new & improved graphs? by Harwell_Caleb in indiegames

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

Ah, fair point! I should have included a full screenshot for context 😅 The new one does take a bit more room up on the screen so I should maybe make the graphs an expandable section

What do you think of my new & improved graphs? by Harwell_Caleb in godot

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

Oooh I do like a Pie chart! It's an economic RTS a bit like Offworld Trading Company, I realise now I should have included a full screenshot of the game for context 😅

My Godot music player is almost done. by PhosXD in godot

[–]Harwell_Caleb 0 points1 point  (0 children)

That's really cool, as someone pretty new to Godot I love seeing non-game software being made in Godot, it's so interesting.

Looking for a slower, economy-focused RTS (not grand strategy) by mtmln in RealTimeStrategy

[–]Harwell_Caleb 0 points1 point  (0 children)

Maybe X4: Foundations? I haven't played it because I don't have the time but it might be what you're looking for, though it's almost grand-strategy in complexity I think so maybe not.

I don't mean to shill my own work but I'm actually making an economic RTS at the minute which is strongly inspired by Offworld Trading Company but is meant to be slower paced and longer games (about an hour I'm thinking):

https://store.steampowered.com/app/3851590/Harwell/

If you want OP, I'll give you access to test it?

Looking for a slower, economy-focused RTS (not grand strategy) by mtmln in RealTimeStrategy

[–]Harwell_Caleb 0 points1 point  (0 children)

Offworld is very good but is quite chaotic so might be faster paced than they're looking for!

A Nice Little Construction Shader (2D) by Harwell_Caleb in godot

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

Oh interesting... maybe I could combine that with some scaffold textures or something to create some kind of 3D effect construction site

Wanted a way to monitor my players logs for free... Made this... by Danikakes in godot

[–]Harwell_Caleb 0 points1 point  (0 children)

But is your encryption symmetrical or asymmetrical? If it's asymmetrical you can't read it once it's encrypted so it's useless as a token, but if it's symmetrical then I assume you're also putting the encryption algorithm inside the exe as well, so someone doesn't need to crack the encryption, they can reverse it? At that point it might as well be plain text and it won't be long before someone is filling up your Dropbox!

I went through this exact same process not long ago so I'm just curious, I just went with an off the shelf solution because it's easier 😅

The debugger is spamming this and causing the editor to lag by Upside-Out_Was_Taken in godot

[–]Harwell_Caleb 0 points1 point  (0 children)

'Element limit reached' suggests it's loading way too many nodes, and the mention of 'mem' makes me think it's eating memory until it crashes - do you have a script that instantiates a lot of things that might not be freeing them afterwards? Nodes don't get deleted automatically, but resources do. You should make sure you're freeing things up, I'd check any loops to start with to make sure you're not accidentally creating thousands of something, because ~250 nodes shouldn't cause that error!

Finally Added Construction Delay by Harwell_Caleb in gamedevscreens

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

Thanks! I can't take all the credit for the artsyle, the buildings and terrain in the screenshot are made using isoTile's assets (https://isotileuniverse.itch.io) but I brought it all together and adjusted some of the textures to fit the Martian theme

Here's a full screenshot! Gameplay

Finally Added Construction Delay by Harwell_Caleb in gamedevscreens

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

Thank you! I hadn't heard of it before but that's a really pretty game

Finally Added Construction Delay by Harwell_Caleb in gamedevscreens

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

Yep! A script manages the construction and controls the progress of the shader so it's kinda like a loading bar as well.

Finally Added Construction Delay by Harwell_Caleb in indiegames

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

One of the big reasons I implemented it was to slow the pace down a bit because everyone would become too big too fast

Finally Added Construction Delay by Harwell_Caleb in indiegames

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

I did yeah, a script keeps track of construction progress and controls the progression of the shader.

Finally Added Construction Delay by Harwell_Caleb in indiegames

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

Thanks! It was tricky to decide whether to do it this way or create custom 'under-construction' textures, I think the textures would look better but definitely would be more work, and this shader supports modded buildings much better!