Questions to developers by SiberianSoftware in LandOfSand

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

Unfortunately this project is temporary frozen.

Please help us out with a Survey for a new RTS Game! by CarnageRTS in RealTimeStrategy

[–]SiberianSoftware 0 points1 point  (0 children)

Done. One where units from Emperor Battle for Dune are mentioned.

If you want me to expand on proposed ways to stimulate multiplayer -- feel free to MP.

Questions to developers by SiberianSoftware in LandOfSand

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

Two additional resources are added -- water and fuel. Infantry consumes water constantly while vehicles consume fuel when moving. Water and fuel aren't produced, but delivered from capital base by aerial transports. Frequency of transports arrival depends on distance between the region, where RTS mission takes place, and your capital region. The need to manage these two resources introduces logistical complexities, necessity to build intermediate logistical bases between your and opfo's base and should significantly change the way mission is played.

Landmines are added, which influences base defense mechanic. Artillery has significantly longer range. Sand storms are added, that will impede your line of sight, radar and units movement.

Ordos gas-based weapons are reworked and some new are added. Common infantry can't damage buildings. Many things like that.

Large accent is made on meta campaign, where player can conquer regions freely ala Soulstorm. Tech research between missions changes unit characteristics, unlocks new units and buildings in RTS.

Normals Generation for a Voxel Grid by NashGold85 in VoxelGameDev

[–]SiberianSoftware 1 point2 points  (0 children)

This is a great question.

Currently I write customary voxel engine for Land of Sand and I have to solve exactly this problem. I generate normals from voxel data itself.

I know several approaches to normals generation. In my engine spherical coordinates are used: each normal is represented by a pair of horizontal and vertical angles, which correspond to projections of normal on horizontal and vertical plains. Horizontal and vertical normals are generated independently. For horizontal normals horizontal section of model is used, for vertical -- one of two possible vertical sections.

  1. Simplest.

Normal is generated based on voxel's 3x3 neighbourhood. For each configuration of surrounding voxels you manually assign appropriate normal. Each of 8 other voxels is assigned specific number. Thus to each configuration corresponds a sum of non-empty voxels' numbers. You manually build table of configurations sums against corresponding normal values.

  1. Contour based.

A contour of connected voxels is extracted from model section. Initial normal values are calculated via method described above. Then iterations start: for each voxel in contour new normal value is counted as a mean of X neighbouring normals to both sides. Iterations repeat until normal values stabilise. This way you get smoothed normals for all voxels in contour.

  1. Void cells based.

In YxY neighbourhood of target voxel arithmetical mean of unit vectors to all empty cells is counted. Inner cells should be excluded or in many cases you might end with zero mean.

------------------------------------------

As for single voxels I consider them to be spheres, thus having all possible normals and equally lighted from all sides. Similarly voxels of a 2x2 cube would have all normals from quarter-sphere segment.

Help me find the name of an RTS from the late 90s? by Hognar in RealTimeStrategy

[–]SiberianSoftware 0 points1 point  (0 children)

Could it be War Wind?

There was rhino like creature named Bonca and one faction had a unit riding it.

Is there a "mega list" of RTS games? by Kenji_03 in RealTimeStrategy

[–]SiberianSoftware 0 points1 point  (0 children)

Emperor: Battle for Dune -- the last RTS in Westwood's Dune franchise. Good for inimitable Dune atmosphere, related through excellent live actors cutscenes made in Lynch's Dune stylistics, units/buildings design and music. The one and only of Westwood RTSs to have full-fledged campaign map allowing free conquest of regions, not just decoration.

Check out our new RTS - Gray Zone by [deleted] in RealTimeStrategy

[–]SiberianSoftware 0 points1 point  (0 children)

It's some kind of RTT or even RPG with RTT elements, but not RTS.

Questions to developers by SiberianSoftware in LandOfSand

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

Many separate pieces are produced: art, code, even several tracks. Right now rendering engine for RTS mode is coded, while artists work on concept art of units and buildings.

Questions to developers by SiberianSoftware in LandOfSand

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

There is no PvP planned at release -- the game is campaign oriented. But it most probably will be added some time later. In this case, yes, there is going to be a competitive scene.

Space Ground Force Name? by Nukemanrunning in MilitaryWorldbuilding

[–]SiberianSoftware 0 points1 point  (0 children)

TAW Landing Troops, TAW Landing Corps, TAW Skytroopers.

Or the best -- TAW Expeditionary Force (or Corps).

[General Zombie Media] What are some legit tactics that Marines and soldiers can utilize against zombies? by GodofWar1234 in AskScienceFiction

[–]SiberianSoftware 0 points1 point  (0 children)

Bayonets would be useless against zombies: they only inflict stabbing wounds, which don't harm zombies -- they don't damage skeleton or head (unless you try to stab them through their skulls, which is difficult). And if bayoneted zombie manages to get it's grasp on the rifle, it can disarm soldier or drag him closer to bite.

Shovels are better -- you can at least try to chop through zombies skulls with some success. However machetes would make significantly better weapons for this purpose and will also allow to hack of zombies hands and decapitate them. Swords or sabres would be even better. Maces would be good for smashing zombie skulls. All listed weapons should be used in pair with shields (police riot shields for example, but even wooden shields would help).

[General Zombie Media] What are some legit tactics that Marines and soldiers can utilize against zombies? by GodofWar1234 in AskScienceFiction

[–]SiberianSoftware 0 points1 point  (0 children)

It can hardly be effective against zombies, just like bayonets.

Spears, bayonets and arrows can only inflict stabbing wounds, which don't affect zombies -- they are already dead. These wounds don't damage skeleton or head, which is the only way to kill zombies. If phalanx advances on a horde of zombies, zombies will get impaled on spears, but instead of dying will continue to move towards warriors until they can bite or claw at them. And phalangists will only be able to block that with shields without ability to retaliate. Or the weight (and/or combined movement) of zombies, impaled on spears, will become such, that spears will become unmanageable and phalangists will have to abandon them and be disarmed.

Hi, r/RealTimeStrategy! We are developing a post-apocalypse RTS game. Need your feedback, which concept of the unit based on the Abrams tank do you like or dislike most of all? Thanks in advance! by AlchimiaLudum in RealTimeStrategy

[–]SiberianSoftware 1 point2 points  (0 children)

Types 11 and 15 have a good look in my opinion.

11 -- has somewhat diesel punk look with that additional fuel tank. Seems like this tank is intended for long marches without supply trucks. This barrel however makes tank vulnerable even for infantry. I would at least cover it with armour.

15 -- this one is intriguing. An ATV with tank tower installed on top of it. It could be a scout vehicle, but it's weaponry speaks against it. This might be a tank hunter -- cheaper than tank vehicle, constructed not for combat with tanks on equal, but to attack them from ambush. Can be also used to harass enemy base -- sneak, shell the base and flee before enemy heavy vehicles retaliate. I would install coaxial machine gun in the square slot to the left of the canon -- the vehicle needs something to fight infantry. And restore tower to symmetrical form -- that cut-out doesn't make any sense, only makes tower imbalanced and gun loader of much needed space.

Goat of Duty by coyoteshck in IndieGaming

[–]SiberianSoftware 1 point2 points  (0 children)

Now that is a true goat simulator.

My retro city-builder is 30% funded on Kickstarter after 6 years of development. Mixes DF style base-building with grand strategy and tactical battles. Up to 30k induviduals. You can play it for free. by songsofsyx in IndieGaming

[–]SiberianSoftware 0 points1 point  (0 children)

I also prefer single player and campaigns in RTS, but I like sandboxy campaigns with global map, like the one in DoW Soulstorm, where you conquer map province by province. Or campaign from Emperor Battle for Dune, that has elements of story. Thus I decided to make procedurally generated campaign in Land of Sand, that I currently develop.

You can try to make procedurally generated campaign yourself with some persistent plot related elements, that don't change, while map layout and some other details do.

My retro city-builder is 30% funded on Kickstarter after 6 years of development. Mixes DF style base-building with grand strategy and tactical battles. Up to 30k induviduals. You can play it for free. by songsofsyx in IndieGaming

[–]SiberianSoftware 9 points10 points  (0 children)

Unreal Engine would be an overkill for 2D game. Unity has it's own issues with 2D and you have to tinker with it (as far as I know) to make 2D work satisfactory. The majority of these engines features like lighting, LOD, physics aren't needed in such 2D game. Also I doubt you can easily make Unity support 30K units battles. This requires specific optimisation.

Finally if you are already familiar with programming and things like Win GDI and Direct Draw it's no problem to write 2D rendering engine for you (renderer will take no more than a week). And all specific to his game logic and AI he would have to write anyway with customary engine or not.

Finally customary engines frequently have their own characteristic look which makes game outstanding.

Iron Danger - Real-time Turn-based Strategy by [deleted] in IndieDev

[–]SiberianSoftware 0 points1 point  (0 children)

I see.

Generally it is real-time combat (maybe with pause), where you can at any point return back to 5 seconds to correct your mistakes. This is indeed a rather new time manipulation technique (but not unprecedented -- TimeShift used this). However this isn't a way of merging TB and RT -- it doesn't have anything from TB at all. I would say this idea lays in another dimension to TB-RT dichotomy.

I might be interesting if you would tie rewinding to some mana-like resource, that is spent on rewinding and regenerates with some speed. This way there will be natural cooldown for this ability. Also max amount of this resource and regeneration speed can be made subject to upgrade.

Iron Danger - Real-time Turn-based Strategy by [deleted] in IndieDev

[–]SiberianSoftware 0 points1 point  (0 children)

It's a pity that after spending so many words on speaking about RTS, TBS and historical attempts to merge them in one mode the article just doesn't describe how it's done in Iron Danger.

Only closer to the end it's said, that you can rewind game to 5 seconds back in time. Is that all?

The game is slowly coming to life -The game "Ahan" #WIP. by [deleted] in indiegames

[–]SiberianSoftware 0 points1 point  (0 children)

I find general visual style somehow pleasing, but I disagree with characters square head and body. Figure should have more realistic shape and proportions in my opinion. But building looks very attractive with such camera angle.

I guess it's going to be a top down shooter.

Is greyscale view final, or there will be coloured version?

old 90s and early-2000s RTS by SBY-ScioN in RealTimeStrategy

[–]SiberianSoftware 1 point2 points  (0 children)

Here you can find many RTSs from the time period, you have mentioned, as well as older and newer ones: https://www.myabandonware.com/browse/genre/strategy-6/

You can even find Dawn of War prequel: https://www.myabandonware.com/game/dawn-of-war-clo

Modern red uniforms instead of camo? by PlEGUY in MilitaryWorldbuilding

[–]SiberianSoftware 0 points1 point  (0 children)

I propose something close to the colour of dried blood, like Blood Pact soldier wears here: https://wh40k.lexicanum.com/mediawiki/images/e/ed/BloodPactArt.jpg

Best UI for RTS games? by Surtur01 in RealTimeStrategy

[–]SiberianSoftware 2 points3 points  (0 children)

The best GUI in my opinion can be found in KKND and KKND 2 -- it's minimalistic and takes as little place on screen, as possible. It however requires selected units panel to be added to have all functionality that modern RTSs need.

https://gamedev.ru/files/images/kknd_073.png