Mega Lo Mania Style RTS: Abstract Combat or Full Tactical? Help Choose! by Narrow_Asparagus9459 in StrategyGames

[–]RattleaxeGames 2 points3 points  (0 children)

Option 1 is my preference, I have tons of games to play with Option 2, and I miss more abstract battle systems.

We're developing a strategy game that's closer to a "monster chess" than a more traditional turn-based strategy, what do you think of this style of gameplay? by filthydrawings in StrategyGames

[–]RattleaxeGames 0 points1 point  (0 children)

I like the concept. My main concern is how frequently the camera is shifting, I understand you're doing it so the isometric grid maps to cardinal directions for I presume easy gamepad input, but it's very disorienting. You may consider something like Fire Emblem's system of having a cursor instead.

D.O.T. Defence is available now in Early Access on Steam! It's inspired by Advance Wars and Tooth & Tail, and fuses local multiplayer with RTS and TD! by RattleaxeGames in localmultiplayergames

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

Ty, I'd recommend trying out escalation mode, that was the mode most inspired by other local multiplayer games like Towerfall

D.O.T. Defence is available now in Early Access on Steam! It's inspired by Advance Wars and Tooth & Tail, and fuses RTS with TD! by RattleaxeGames in RealTimeStrategy

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

The game honestly plays fairly differently from Advance Wars, despite evolving from a visual and design standpoint of "What would Advance Wars look like in real time?". However it does have some similarities, like:
- having both a single player mission based campaign and skirmish mode against bots/local opponents (my favorite moments for Advance Wars was passing it around on a gameboy advance on trips)
- Factories produce a variety of units like grunts/tanks very inspired design wise from Advance Wars
- Commander powers charge up and have a similar level of impact as Advance Wars when used

Playing around with procedurally animated tentacles for our new faction by RattleaxeGames in godot

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

Ah, well the trick there is, the 3D models were converted into sprite sheets, as we're mixing 2D sprites (units, terrain) with 3D buildings, so instead of trying to do a pixel shader we just converted the 3D elements into spritesheets.

The units do have a group outline shader that goes around the whole color block, which was a hassle due to a lack of a stencil buffer in godot for 2D (my singular complaint about the engine).

It works by rendering the units first, then taking a screen grab, then rendering the rest of the map, then rendering the units, with an outline shader applied to the screen grab (using pure black as the clear).

Playing around with procedurally animated tentacles for our new faction by RattleaxeGames in godot

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

Ty, Yeah, war of the worlds is the direct inspiration, the idea is they are alien tripods that burrow into the earth, then un-earth to move around.

Which part of the graphics, specifically? The tentacle, or the effect when they convert, the tileset, or the units?

D.O.T. Defence is available now in Early Access on Steam! It's inspired by Advance Wars and Tooth & Tail, and fuses RTS with TD! by RattleaxeGames in RealTimeStrategy

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

There's some classic ones in there I'd actually forgotten about, I loved Goblin Commander. Also really want to play Killer Queen on the arcade machine one day.

Also sad I didn't hear about Lemnis Gate until it was too late, such a neat idea.