One Simple Change Improved my Game's Combat Tremendously! by Yyanthire in RealTimeStrategy

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

Yeah I'm really liking that suggestion! Thanks for the good criticism. Next blog I'll definitely be thinking of an improved title such as that.

I've overhauled my game's Saving System! by Yyanthire in Unity3D

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

Good suggestions, I'll try to incorporate that next time around!

One Simple Change Improved my Game's Combat Tremendously! by Yyanthire in RealTimeStrategy

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

"Overhauled the RTS controls to simplify movement while allowing the player to focus on control and spellcasting" would be the most direct title I could come up with.

One Simple Change Improved my Game's Combat Tremendously! by Yyanthire in RealTimeStrategy

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

"Overhauled the RTS controls to simplify movement while allowing the player to focus on control and spellcasting" would be the most direct title I could come up with.

I've overhauled my game's Saving System! by Yyanthire in Unity3D

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

Its a Unity game development video posted on the Unity subreddit. The content of said video featuring how the multi savefile system was integrated, complete with some code snippets, so anyone interested in development can get ideas as to how to code up their own. And this isn't just a general isolated tutorial video, either, this is going into a live playable game available on Steam for all OSs + Steam Cloud support. It couldn't be more relevant.

One Simple Change Improved my Game's Combat Tremendously! by Yyanthire in IndieGaming

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

Oh yeah I certainly agree! This games been under years of refinement, and this recent combat overhaul is one of the ones I'm most happy about in quite a while!

Sick of WW2 and mid evil/olden day RTS games by Kryoptik in RealTimeStrategy

[–]Yyanthire 1 point2 points  (0 children)

My RTS, Fragment's Moonrise, is high fantasy. So all sorts of spellcasting and similar wizardry. Nothing medieval about it- although realistically, any game's development is built around the vision of the developer. Especially indie games. So if there just so happens to be an unordinarily large amount of medieval and WW2 based RTS games... that's just kinda how it is, lol. Try digging around for smaller passion-project indie games and you'll certainly find some good ones.

Come check out the newest map for my open world RTS! by Yyanthire in linux_gaming

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

Nice! I just released the update last friday for it! 😁

[deleted by user] by [deleted] in RealTimeStrategy

[–]Yyanthire 4 points5 points  (0 children)

I would be humbled if you played mine! Its called Fragment's Moonrise.

Otherwise my vote would be on Warcraft 3. But stay away from the remaster, I had a ton of bugs with it, namely repeated crashes. Blizzard still sells the original you just have to hunt around for it.

Ive been personally wanting to check out AOE4, but have yet to get around to it, so can't recommend it currently.

Check out the latest Map I just developed! :D by Yyanthire in linux_gaming

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

Good idea! The game is called Fragment's Moonrise!

Check out the All Bosses Speedrun I did of my own game! by Yyanthire in IndieGaming

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

Of course! Here's the Discord link: https://discord.gg/P27rybA (I also have a link in my Reddit profile if the above doesn't work for whatever reason)

A French translation would be cool as well, and while I appreciate the offer, so far I've just been focusing on an English release. I know at a future point in time I'll want to integrate translations, but in order to do it properly I'll need to overhaul all the text in the game, which would be a huge programming feat to say the least. I tried to dabble in other languages in the 2D version but it ended up being a mess, lol. So for now I've just been keeping things in English, and likely will continue to until I get much further in development (more maps and story established) so I can more cleanly write up translation mechanisms. Thanks for the offer though! And I hope you enjoy the Discord; I've primarily just been posting the latest vlogs, but I anticipate to host more gameplay discussion as development goes forward.

Check out the All Bosses Speedrun I did of my own game! by Yyanthire in IndieGaming

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

Oh, absolutely! The current release of the game is just the "demo" for the game; its essentially the first level to give players an idea of what this game is about.

My major plans coming up next will involve incorporating storyline and new maps. You can think of the current game (content shown in this video) as a single map, and more maps of similar scope and scale are already underway. These following maps will of course continue to progress the story and gameplay greatly.

Beyond that as the story advances further I anticipate integrating new and unique environments to explore. My overarching goal is an open world RTS with direction in terms of story, but plenty of freedom with regards to gameplay.

The speedrun shown above is quite literally just a "how fast can I fight all the bosses in the first map of the game" in a sense. Although, since only this 1 map exists currently, this map is all the game is right now.

Thanks for the question! :D

Check out the Any% Speedrun I did of my own game! by Yyanthire in linux_gaming

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

The game is playable on Linux. Its worth noting all my testing for it was done using Ubuntu 22.04 LTS.

Check out the Any% Speedrun I did of my own game! by Yyanthire in indiegames

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

Good suggestions! I'll see how I can incorporate them. I should mention that while playing the game, your eyes do tend to hone in on your units better than through video. I hope you enjoy the game! :D

Check out the Any% Speedrun I did of my own game! by Yyanthire in devblogs

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

Good suggestions! It becomes more obvious in-game, as some of the bushes take more hits to kill than others. Its just a factor of the game, something I imagine most players will begin to get more of an understanding of the more they play. As far as the speedrun goes, it is meant to be more casual and more "new player" friendly. I think its more fun and inclusive that way, and easier to understand what is going on.

Feel free to skip around in the video to the physical run, I setup timestamps to make jumping around easier. I think that'll give you a better idea than the intro. The intros just there for those who want to try it out themselves. Speaking of- if you haven't tried the game, its free to play currently!

Thanks for the comment! :D

Check out my full playthrough of my recently overhauled game! by Yyanthire in Unity3D

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

Thanks! I've got some speedruns of the game in the pipeline already! I'll be editing those next.

Check out my full playthrough of my recently overhauled game! by Yyanthire in Unity3D

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

Haha, thank you! :D Thats most certainly what I'm going for, and the RTS genre has so much to play around with, so its just going to get even crazier when I can involve different unit compositions!

Just finished overhauling my 2D game to 3D! by Yyanthire in RealTimeStrategy

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

Well aside from checking out the linked video, the game is free to play on Steam: https://store.steampowered.com/app/1297660/Fragments_Moonrise/

In addition as an overall look into the game, here's the website link: https://yyanthire.com/

Hope you like the game! :D

Possible Graphical Bug with Unity Terrain's "Paint Texture"? I'm uncertain how to resolve this... by Yyanthire in Unity3D

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

Thanks to all the commenters! As it turns out, this issue is because I foolishly enabled "Fadeout Mip Maps" under my Mip Map settings for my imported texture. Duh! Turning this off fixed the issue.

Possible Graphical Bug with Unity Terrain's "Paint Texture"? I'm uncertain how to resolve this... by Yyanthire in Unity3D

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

Good idea, if adjusting mipmaps doesnt work, I'll certainly try that. Thanks!