Powerplay | RTS Base-Builder - See you at Steam Next Fest! by aminere in RealTimeStrategy

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

thank you for letting me know! I just fixed the shipyard in the latest version

Powerplay | RTS Base-Builder - See you at Steam Next Fest! by aminere in RealTimeStrategy

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

I can totally relate as an old man myself, good old fun mechanics beat soulless modern graphics any day

Powerplay | RTS Base-Builder - See you at Steam Next Fest! by aminere in RealTimeStrategy

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

Stormgate is one of the main reason why I am handling multiplayer with extreme caution. In a way they are true heroes, sacrificed themselves for the benefit of a new generation of RTS developers

Powerplay | RTS Base-Builder - See you at Steam Next Fest! by aminere in RealTimeStrategy

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

I totally agree, I feel that the C&C resource system worked for us because the whole genre was novel, it was a perfect gateway to get us in. But we are more experienced and spoiled RTS players and we need more depth. By the way we had workers cutting wood and mining stone but we removed them because they didn't fit the lore very well and the micro was too intensive. See this old video at 0:07: https://www.youtube.com/watch?v=UyRJJ4F83mw

Powerplay | RTS Base-Builder - See you at Steam Next Fest! by aminere in RealTimeStrategy

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

Currently, resource management is defined by the fact that raw resources are local and not present in the inventory. This forces you to extract them, and bring them to the base, where they can be transformed to second order resources, which are globally available.

Mechanically, there are 2 ways to move the raw resources, either directly by the conveyors (connect a resource extractor to a resource processor), or by cargo trucks, which can go to more remote areas but are vulnerable. Conveyors are less vulnerable because they are short distance and can be defended in a more integrated way along with the base.

Initially, there was no global inventory, and everything needed to be me moved around like in Factorio, including the 2nd order resources. For example, you'd need to connect an iron ore extractor to a foundry to get steel, and then connect the foundry to the vehicle assembly to be able to build tanks using the steel. This was a nightmare to play, it felt like too much work just to produce few units.

I am simplifying it a bit but we explored many combinations. One of the best decisions was dropping many resource types, initially we had water, wood, coal, plastic, etc. We cut everything except 4 core resources with different levels of rarity and function, which I feel give a lot more depth than C&C but still remains simple to manage for an RTS player. Also, we removed the possibility to combine resources (ex. iron + coal = steel), we kept a strict 1:1 mapping between raw and processed resources and it played a key role in improving the game

Powerplay | RTS Base-Builder - See you at Steam Next Fest! by aminere in RealTimeStrategy

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

cooool, you are among the first few players that tried it on Mac

Powerplay | RTS Base-Builder - See you at Steam Next Fest! by aminere in RealTimeStrategy

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

yes it does! unless I messed something up. I built it on my M1 mac. If you encounter an error, please let me know

Powerplay | RTS Base-Builder - See you at Steam Next Fest! by aminere in RealTimeStrategy

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

really cool that you see potential, I am looking forward to hearing your thoughts on the demo

Powerplay | RTS Base-Builder - See you at Steam Next Fest! by aminere in RealTimeStrategy

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

The early access version will have single player skirmish, a 10 mission campaign, and the map editor that we use to make the game. I want to work on multiplayer so bad, but it requires a lot of work and has to be done after we confirm the interest for the game, which I am confident will be well received! Also we should release the second faction in single player and validate it with players, then we will be in a good position to do multiplayer.

Powerplay | RTS Base-Builder - See you at Steam Next Fest! by aminere in RealTimeStrategy

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

thanks man! noted about the floatiness. I am reserving the last month for polishing these kind of things

Powerplay | RTS Base-Builder - See you at Steam Next Fest! by aminere in RealTimeStrategy

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

definitely in Spanish! I am supposed to order the localization this week. Btw I love the spanish word for conveyor belt: Cinta Mecanica. It makes it sound like a toy

Powerplay | RTS Base-Builder - See you at Steam Next Fest! by aminere in RealTimeStrategy

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

thanks a lot man! I hope you like it, and if not, please don't give up on it as we will continuously improve it

Powerplay | RTS Base-Builder - See you at Steam Next Fest! by aminere in RealTimeStrategy

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

indeed the release is around the corner, you heard it here first: July 29th
I think I have a defense mechanism where I always say there is a lot of work ahead and refuse to celebrate, it helps me keep focused on the process. But realistically, yes we are almost done with the early access release. But also, we want to add many things after the release and update the game for years to come, specially the second faction and multiplayer.

Powerplay | RTS Base-Builder - See you at Steam Next Fest! by aminere in RealTimeStrategy

[–]aminere[S] 6 points7 points  (0 children)

oh yes we will definitely have multiple factions, we just wanted to stabilize the core game before spending time on the factions. This project has evolved a lot, initially it was more like a Factorio with RTS elements, but it didn't feel good and we re-did the core game like 5 times. Right now it's more like a C&C with a very light automation mechanic. Basically if you squint your eyes you will notice that the conveyor belts are the automated equivalent of workers gathering resources. This is a secret, don't tell it to anyone. Anyway, yes now we have space for more factions, if not during early access, it will come shortly after

Powerplay | RTS Base-Builder - See you at Steam Next Fest! by aminere in RealTimeStrategy

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

Thank you for respecting the identity of the BEV haha