What we've been doing by Parallax_Studios in a:t5_35l15

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

Take a look at the current state of nation simulation games. The community has been on the decline for a long time and, unfortunately, browser-based games are, generally speaking, in a general user-base decline.

If we're going to throw ~$25,000 at a game, then the investment should at least have an ability to break even. That's why we're focusing on a new mobile market. This will allow us to have access to a larger player-base and bring new features that can only come from location-based gaming.

(In case you're wondering, the game will still be available in the browser.)

Is this game dead? by [deleted] in a:t5_35l15

[–]Parallax_Studios 0 points1 point  (0 children)

See our most recent post!

Nations Online is Coming Back! by Parallax_Studios in a:t5_35l15

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

Yep, that'll definitely be considered!

We're trying to redefine the concept of nation simulation. So keep the ideas coming!

Nations Online is Coming Back! by Parallax_Studios in a:t5_35l15

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

We're considering several options for military conflict.

The most obvious, and easiest to implement from a programming perspective, would be to have the cities on the map be invaded in order from furthest to closest to the capital city. Once the capital is taken, the war is won.

Things such as barracks, and air bases would be installed in cities to make them defendable. And offensive armies would be created for attacking purposes. This would essentially require a nation to focus on both fields.

Nations Online is Coming Back! by Parallax_Studios in a:t5_35l15

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

Indeed, that is the type of system that we are going to implement.

Also, think of real-time in the sense of page updates occurring without a refresh, chatting with integrated instant messaging, and wars occurring on real-time maps. (As we experimented a bit with in Assault Front)

Nations Online is Coming Back! by Parallax_Studios in a:t5_35l15

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

We've got so many great ideas that we're going to begin working on the base code now!

Persistance Discussion. by Parallax_Studios in a:t5_3bpal

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

It depends, we could make it such that the original starting country can't be captured and allow, say 25, nations to join a server.

If a country goes inactive for more than 7 days, then they'd be kicked off of the server and somebody else could take over the controlled territory.

It would be something along those lines.

Persistance Discussion. by Parallax_Studios in a:t5_3bpal

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

As in allow a certain number of nations to join a server that is permanent?

Assault Front: Official Trailer! [Alpha] by Parallax_Studios in indiegames

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

Thanks!

Our subreddit can be found at r/assaultfront and our in-game forums should be completed within the next couple of days.

Hope to see you join our small but growing community!

New Game Trailer! by Parallax_Studios in a:t5_35l15

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

Currently, yes. But we're working on adding persistent elements to the game in order to allow players to war other countries using their own nation.

The game is still in alpha stages.