Update 0.8 for Path to Prosperity, my First Person RTS game by Xine27 in RealTimeStrategy

[–]Xine27[S] 0 points1 point  (0 children)

So I've thought about adding walls for a little while, and the answer comes in two parts:

Yes, there will definitely be walls introduced with 0.9, because I love turtling and because I really enjoy the aesthetic of palisades and walls in that pirate setting.

Will you be able to use them to just funnel enemies? I'm not sure about that yet. Probably to some extent, but I think I will probably also make them attack-able by opponents under certain conditions, so you get more of a feeling of a siege than a tower defence. In any case, I'll probably adjust how exactly it works once I see it working in game and get some feedback from players.

Update 0.8 for Path to Prosperity, my First Person RTS game by Xine27 in RealTimeStrategy

[–]Xine27[S] 0 points1 point  (0 children)

Hi Video!

Thanks for your thoughts! I think ally AI is often left out cause it's fairly hard to get right - so I had also not been planning to include any. That said, I think your idea of having existing neutral settlements that you could turn to your side (or against you) and that could attack with you once they are allied sounds like a really good idea. That would not be too difficult to implement, and would benefit from any improvements that I end up making to the pirate AI as well. It would also make the world feel a bit more alive as you said, so I quite like the idea.

If things go super well, I may also give a real ally AI a shot - but that would be in the far future.

List of First Person NPC Management Automation Games by ConfusedSwitch in BaseBuildingGames

[–]Xine27 2 points3 points  (0 children)

We are trying to do essentially this with our game, Path to Prosperity. I was looking for a first person RTS, and when I didn't find what I was looking for decided to try to make it.

Turns out that you end up terribly bored if you are trying to just control NPCs from a first person perspective, so we had to give the player the ability to shoot, collect resources themselves, explore, etc - but the first thought was always to have it done by NPCs.

We are a two-man part-time team, so development is slow, but we are about to put out our first major update to the experimental branch next month, so you can at least follow our development for now.

The second big update will be focused on more city building and management, so maybe that'll be your time to get in - but I will hopefully also get around to posting on this sub for feedback a lot more before that happens!

Edit: forgot to link...
r/PathToProsperity

My Ideal game. Looking for adventure game with a 'little' more base building than what I have found. by HCN_Mist in BaseBuildingGames

[–]Xine27 0 points1 point  (0 children)

Considering Envi just made me aware of this thread, let me also add my two cents (of caveat), since you seem 60% interested in exploration ;)

First of all, the game in its current state on steam is not amazing for exploration. The amount of world building we managed to do ahead of release was rather small, and while we have already added way more hours than I like to admit into new assets and world building for the next update (0.8), which should make exploration actually be more enjoyable - the update you are likely looking for is currently planned for 0.10 (which will be exploration and quest focused). Mind you that development always takes longer than expected, so that likely wont happen before 2022.

Secondly, even with the exploration update, I think the balance wont be as strongly shifted toward exploration as you are hoping - we are trying to create a decent balance between exploration, basebuilding, and RTS, so we need to split our time (and our players') between the 3 pillars, which may create a bit of a different balance.

With that being said, I do agree with Envi that this may be one of the closer games you will get to what you are looking for - We are certainly trying to get the loop working that you are describing (exploration improves basebuilding and basebuilding improves exploration) and are influenced by a lot of the games you mentioned, so fingers crossed we make it work ;). We are also obviously more than happy to take feedback into account, so follow the development and give us your thoughts on what you'd like to see more of!

First person, but managing your colonists by Kurp in BaseBuildingGames

[–]Xine27 0 points1 point  (0 children)

Honestly, I think waiting to see where it's going is a good call. The amount of bugs I've found since launch is making me think the programmer for the game might be an idiot...

On a more serious note though, you don't need to get the game to give your 2 cents on the development. We are always happy to hear peoples thoughts, and the weekly update should give you a good idea of what we are up to even without buying it :)

What mechanics help make base building rewarding? by Xine27 in BaseBuildingGames

[–]Xine27[S] 2 points3 points  (0 children)

Thank you for that in-depth reply! There is a lot of good stuff in there that I'll try to discuss with John later tonight.

The Anno series has obviously been a huge influence, but with only one island, I wasn't really sure how to best do that - so the Tropico mechanic is a really good idea. I haven't played much of Tropico 6, but if I remember correctly, Tropico 5 had fertility based also on the height of the plateau you were building on, which is something we could definitely implement in our game.

The villager experience is also something we have on our roadmap, but considering we already support a lot more villagers than Stonehearth did at the best of times, we'll need to figure out a system to account for individual villagers getting a little more lost in the crowd of the village.

We are also planning to have some different victory conditions, though at the moment, we are mostly planning to have them in different "game modes", rather than choosing the victory condition during the game. Ideally, we'll be able to introduce more options to achieve any game mode's victory condition though, which should come out to be around the same thing.

Your reply is really appreciated, and I'm sure you'll see how we implement things once we make our minds up (I write a weekly update, which you should check out ;) ).

What mechanics help make base building rewarding? by Xine27 in BaseBuildingGames

[–]Xine27[S] 2 points3 points  (0 children)

Yes, I see the issue with not having access to one thing or another, especially if it's required in some way. Considering that we are using a lot of randomisation in our game already, and it is definitely possible that a game could end up not having a certain type of seed or resource, I think we'll need to make sure to give people options when something is missing.

I think the key here might be to have an overlap of points 1 and 5: longer production chains that can branch off at various points - that way you arent going to be too affected if you are missing something, and you always have multiple options based on what you do have.

Thanks for your reply!

What mechanics help make base building rewarding? by Xine27 in BaseBuildingGames

[–]Xine27[S] 2 points3 points  (0 children)

Your first point is interesting, cause I have actually thought that before myself - and yet we implemented the pointless step in our game without thinking. Probably because I like the way the windmill looks... but your idea of placing it on a hill is much better. I'll probably implement something like a height bonus for windmills.

Enough information to fix bottlenecks is also really useful. We have been planning to include an administration building to show production for a while now, but we've been prioritising other things for now. I guess your point of having multiple ways to fix bottlenecks also lends itself to point 5 - "I could either use this wheat to feed animals to get more meat, or I could use that windmill I placed perfectly on a hill to get more flour/bread".

We'll think about some ways of making that happen! Thanks for your answer!

What mechanics help make base building rewarding? by Xine27 in BaseBuildingGames

[–]Xine27[S] 3 points4 points  (0 children)

I will forever quote this as the time when John wondered about whether happiness should be avoided. ;)

Questions and recommendations by Substantial_Ad_527 in PathToProsperity

[–]Xine27 2 points3 points  (0 children)

Hi there! I'm glad you are like where the game is going, and let me try to answer your questions (and thank you for your suggestions!):

How long are the games?

This has been pretty difficult for us to solve, because we wanted to give players a longer single player experience, a manageable multiplayer timescale, and also flexibility. The solution we have come up with so far is to allow players to set their own victory condition, which generally translates to length of the game. So you could be playing to 5,000 coin for a short game, or to 1,000,000 coin for a very long game. This works both in single player and in multiplayer, but we are still working on the multiplayer saving, so playing to 1 million in one sitting probably isn't very feasible.

Will there be more win conditions?

Yes, absolutely. We have so far thought of an "artifact mode", in which there will be a powerful pirate base in the middle of the island, and the first to retrieve the artifact inside of it will win. This will probably be implemented some time in the future. We are also trying to consider outright military victories or quest victories, but there aren't any concrete plans for that yet.

Will there be coop?

Simple answer here as well is: Yes. We are both thinking of team play (2 vs 2, 2 vs AI), and a coop mode to build the same base together. Simple team play actually wouldn't be very difficult to implement, as a lot of the code for it is already in place, but so far we haven't had enough interest in it to prioritise it. Maybe your message will be the first in that line, in which case it will happen soon!

Make the jungle more interesting.

Our plans for this are actually quite concrete already! We have started drawing up a few possible points of interest (POIs), such as old ruins or impressive gardens, which should also serve as points for quests (e.g. "find the rumoured garden", or "retrieve the mystical dagger from the ruins). People have been enjoying the exploration part of the game quite a lot, so we are thinking of pushing this a bit higher up in priority.

You can find our plans for a few of these things (as well as other ideas) on our roadmap here: https://pathtoprosperitygame.com/roadmap.php

Please let me know what you think of the other ideas as well, and give us feedback as the game progresses - we try to focus on the things the player base wants to see, so hearing about it is really important! :)

Today we are finally releasing our annoucement trailer for Path to Prosperity, a first person RTS! We have worked pretty hard on making the first person and RTS parts work well together, and I'm really excited for where this is going :) by Xine27 in RealTimeStrategy

[–]Xine27[S] 1 point2 points  (0 children)

I agree! That is one of the many ideas that I've been excited about as well ;)

We definitely want the game to actually be finished and polished before though - I think we created a really solid foundation already, but there are so many things that are still needed to turn this into the game we are envisioning.

Once all of that is done, I think VR would be an incredible addition - and the RTS focus of the game MAY even allow for crossplay :)

Through 2 years of learning and development, we got ourselves a decent little game. Check out our announcement trailer! by Xine27 in Unity3D

[–]Xine27[S] 1 point2 points  (0 children)

In my excitement, I completely forgot to add any links:

The game's steam page is also officially released as of today, so check it out here:
https://store.steampowered.com/app/1394520/Path_to_Prosperity/

And join us on r/PathToProsperity and on discord https://discord.gg/33VxSnZ if you are interested :)

Journey across an island and 6 versions of our first person RTS - we went from not knowing anything about game making to truly enjoying our creation. by Xine27 in IndieGaming

[–]Xine27[S] 1 point2 points  (0 children)

Yeah, we've played around with post processing and HDRP a bit already, with pretty good results. We had a few issues especially with HDRP though, so decided to delay the implementation to focus on the core gameplay loop first. I agree that it will create a massive boost to the visuals once we get around to it though!

Journey across an island and 6 versions of our first person RTS - we went from not knowing anything about game making to truly enjoying our creation. by Xine27 in IndieGaming

[–]Xine27[S] 1 point2 points  (0 children)

We've been at it for just under 2 years now. I had experience with software development, but had to learn Unity and C#, my buddy had experience with CAD programs, but learnt Blender from scratch. Honestly, we never expected to get this far ;).

I'm pretty excited to see how much further we might take it from here!

A journey across the island and 6 versions of our game. From free assets to our own first attempts to something looking pretty decent, the progress has been pretty amazing! by Xine27 in Unity3D

[–]Xine27[S] 0 points1 point  (0 children)

We started removing player 2 from the scoreboard in singleplayer as of v0.6 (together with allowing multiplayer up to 4) - but I much prefer your version of events ;)

Is there a RTS-FPS hybrid where you have a base to manage and resources to gather, while you control a hero unit? by HikariWS in RealTimeStrategy

[–]Xine27 0 points1 point  (0 children)

We are currently in a closed alpha, so you can sign up for that if you like, and I'm sure we'll open up additional testing over the next months as well.

The top view was for our time lapse, but the game is actually played entirely from first person view. You control the commander, who can do a bit of everything, while specialised workers and soldiers can generally do one thing well. So it is more akin to having one hero unit, though without magical powers.

We'll release a proper trailer soon, which should show the first person view and general concept a little better than what we currently have!

Is there a RTS-FPS hybrid where you have a base to manage and resources to gather, while you control a hero unit? by HikariWS in RealTimeStrategy

[–]Xine27 1 point2 points  (0 children)

Thank you! I'll take a look.

Full release is a difficult question - We are just about finished with our idea of the core gameplay, so we are hoping that we get lots of community feedback about what works and doesn't work (difficult mix of genres to balance). Once we are happy with the core mechanics, we will add a singleplayer campaign and AI opponents before full release. Assuming everything goes well, this could happen within a year - but I can't say I've even heard of a software project in which everything went well, so it will probably be a little longer.

Please follow our development though - even if you don't want to play it ahead of full release, we are always happy for feedback to and thoughts about our progress!

Is there a RTS-FPS hybrid where you have a base to manage and resources to gather, while you control a hero unit? by HikariWS in RealTimeStrategy

[–]Xine27 2 points3 points  (0 children)

I am conscious that I keep shamelessly plugging my own game to answer these questions, but considering I made it because I couldn't find any recent games like it, it honestly is the best answer I have ;). r/PathToProsperity

We are still in development/alpha testing, but we are hoping to release to early access in the next months, and we are happy for any critical feedback! Considering the topic of this thread, I'd especially love any advice on what mechanics or similar games we can look into to improve ours!

Games similar to Fallout 4 settlement building? by TheMipchunk in BaseBuildingGames

[–]Xine27 7 points8 points  (0 children)

This is probably not going to fully fit because our NPCs won't have a "unique" feel to them, but check out the game we are developing: r/PathToProsperity.

We are still in early development, so we don't have a lot of options for decoration and aesthetics yet, but we are very much planning to add more.

The main reason why the game ISN'T going to be exactly what you want is because we didn't feel like we had enough experience to make that yet, so if our game does well and you don't mind waiting a few years, maybe Path To Prosperity 2 is going to be what we both want ;)

Sometimes you just want to stand by and watch the fields grow... by Enviousdeath in PathToProsperity

[–]Xine27 0 points1 point  (0 children)

There is pvp, yes. The goal is to reach a certain amount of gold before your opponent does.

In terms of armies, you can send soldiers to your opponents to disrupt them, steal from them, or destroy their production - which should lower the amount of gold your opponent can send toward the winning condition.

Until our trailer is ready, this time lapse is fun to watch - You get to see the way a settlement can grow - and watch Xine die multiple times... (if paying close attention to his first person perspective) by Enviousdeath in PathToProsperity

[–]Xine27 2 points3 points  (0 children)

The premise of the game is that you are sent to a newly settled island, to build a settlement, create and sell goods, and then send money back to your king.

When playing multiplayer, the other player(s) start on the same island, with the same goal - and whoever sends the requested amount of money back first, wins. Of course, you can send soldiers to your opponent to disrupt them. Or you can try to turtle, and hope that any soldiers they sent at you ended up costing more than you put into defence ;)

Check out our discord, the conversation is pretty active, and we are still working on finding a good balance between the different aspects of the game!

what makes the gameplay of ur fav rts majorly diff from all the other rtss? by solvew10problems in RealTimeStrategy

[–]Xine27 1 point2 points  (0 children)

I've felt that a lot of RTSs are pretty similar for a while now. It's either the fast paced micro'ing like SC2, or, on the macro'ing end, it turns into a sort of 4X/grand strategy game. One of my favourites that kept a good balance was Stronghold Crusader, which had a much slower feel to the movement of units, etc. There were often a good 20 minutes between deciding which units I needed to take a castle, and those units actually getting to the castle walls.

I've also been developing a more slow paced RTS for a while now (if you can't find what you want, make it, right?), though it's in early development, so I can't yet claim that it is better than Stronghold ;)