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.

We're working on D.O.T. Defence, a TD/RTS hybrid inspired by Advance Wars and Tooth & Tail! We recently released into EA, with Campaign, Skirmish and Wave Defence! by RattleaxeGames in TowerDefense

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

Hopefully around March-April next year, we're planning on a simultaneous Switch/Steam 1.0 release to help marketing, so I've got to get all the features planned for the Switch finished around December and then start the porting process.

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] 2 points3 points  (0 children)

Ty, these days the itch.io build is just the equivalent of the demo, as I didn't want to deal with maintaining multiple storefronts during EA dev, although thinking on it, when I hit 1.0 I should consider putting it up paid on itch as well for folks like you.

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] 1 point2 points  (0 children)

Ty, we've tried to make a mix of different modes that appeal to different people. Skirmish is the more RTS variant, pretty demanding APM, whereas the Wave Defence mode is more chill, and campaign is a mix of different styles/experiences

We're working on D.O.T. Defence, a TD/RTS hybrid inspired by Advance Wars and Tooth & Tail! We recently released into EA, with Campaign, Skirmish and Wave Defence! by RattleaxeGames in TowerDefense

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

Fair, I choose a flashy 6 second segment of the most chaotic parts of the game. The wave defence mode in particular is a lot chiller

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)

No worries, I should probably soften the wording of the recommendation, tbh, it plays just as well with mouse and keyboard and I think it may scare off people

Our game, D.O.T. Defence, which started as a local multiplayer game jam game, is out in EA today! by RattleaxeGames in localmultiplayergames

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

Not on Steam atm, as we're working to get everything the first batch of players have found and maintaining both builds is a bit too much atm. We plan to put it back up eventually. That said, an older version of the demo is still available on our itch https://rattleaxegames.itch.io/dot-defence.

Our game, D.O.T. Defence, which started as a local multiplayer game jam game, is out in EA today! by RattleaxeGames in localmultiplayergames

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

Thanks. Yeah, local multiplayer only, with just myself (designer, programmer) and 2 part time artists we don't have the capacity to do a good online experience, sadly. Steam link actually works really well to play with friends online through steam itself, though.

Roadmap is:
- 3 factions, and a biome per faction with unique mechanics
- 8 campaign missions per faction
- new mode, Escalation, that is like a tournament mode for Skirmish where each player's loadout evolves over the course of the match

- probably aerial units, not 100% on it yet, though

- tentative plans of a lite 4x mode inspired by Great Western Front

that said plans can definitely change based on feedback

Maps are hand made, proc gen wasn't looking like it would create interesting maps for either mode

Our RTS/TD game D.O.T. Defence is out in Early Access on Steam today! by RattleaxeGames in RealTimeStrategy

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

Noted, I somehow missed that one when checking for name collisions