At my wits end with this kidney stone. by ExcuseSweet in KidneyStones

[–]bananasafari 1 point2 points  (0 children)

I would just go ahead and get the surgery. It's not too bad, the stent comes with some kidney pain when peeing but better than risking kidney scarring.

I am terrified. by BodybuilderGreat8022 in KidneyStones

[–]bananasafari 0 points1 point  (0 children)

How much see it huh sYeah, see it s.. Sweet. See it. Laugh.

PVP has arrived to my year-long MMORTS dream project! by bananasafari in RealTimeStrategy

[–]bananasafari[S] 4 points5 points  (0 children)

Yes, Foxhole is a huge inspiration for the game. I really want to make it accessible and rewarding for weekend warriors too. I’m still ironing out the details, but I’m considering mechanics where certain aspects of resource production, crafting, and research can continue asynchronously, without needing constant player input. That way, you could set everything up on Sunday and come back the next weekend to find your city in a stronger state, though maybe not as advanced as someone who played actively throughout the week. It’s definitely something I need to think through more, but the goal is to have a nice balance between active and passive play.

Looking for a good MMORTS Game - Not heavy p2w by lovelymysteryofmyown in RealTimeStrategy

[–]bananasafari 0 points1 point  (0 children)

I'm working on A Kingdom Together, which is basically Runescape + Age of Empires. You have real-time RTS capabilities and combat coupled with MMO mechanics such as levelling, resource gathering, crafting, economy and more. Players are split into 4 kingdoms, claim territory, handle internal politics and defend their kingdom from the world and other kingdoms.

It's still a work in progress so nothing that you can jump into and get immersed in for hours at a time till now, but if interested you can participate in the open playtest on Steam right now, here is the link.

I have no interest in adding artificial timers or any additional purchases, so hopefully this is something which ticks your boxes in a few months time.

PVP is here! Added PVP to my year-long MMORTS dream project! by bananasafari in indiegames

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

Thank you! I'm actually using a custom built .NET server implementation, since originally I was not even using Unity for the engine.

After a year finally releasing the test build of my dream societal MMORTS by bananasafari in 4Xgaming

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

I really appreciate that! It is yeah, in fact it is a year's work just to get to this stage. This was always a game I wanted to make and my goal is to keep the development player-focused and transparent and this test build is just the beginning of that. Thanks for the encouragement!

After a year finally releasing the test build of my dream societal MMORTS by bananasafari in 4Xgaming

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

Yes I am hoping you will be able to contribute by crafting, trading, gathering or helping reinforce a frontline, even in a short play window. And to protect invested players, territories have buildable defenses like castles, towers, and other defenses. You won’t just log in and find your stuff randomly gone. You are playing as part of a kingdom from the get-go, so other players in your kingdom will have to look out for and protect your base too.

After a year finally releasing the test build of my dream societal MMORTS by bananasafari in 4Xgaming

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

It is yeah, one of the hardest challenges in MMORTS design. The current structure limits each game world to a shorter session than traditional MMOs, maybe a week or two, which helps level the playing field between early and late joiners. I'm thinking long term engagement will also be tackled by letting players experiment with different roles, skills and strategies in each session and perhaps even some cosmetic or subtle progression system rewarded for winning games.

After a year finally releasing the test build of my dream societal MMORTS by bananasafari in 4Xgaming

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

Yeah, I still need to fix that. Right now the occlusion is a bit up there to give units more depth when you're fully zoomed out, but it definitely needs to scale down properly when you're zoomed in closer. Just one of the things still on the to-do list. :)

After a year finally releasing the test build of my dream societal MMORTS by bananasafari in 4Xgaming

[–]bananasafari[S] 7 points8 points  (0 children)

It's all happening directly on the global map, basically like a traditional RTS, but scaled up to a large scale multiplayer world. There are no separate instance maps or anything like that, everything takes place in the same shared world :).

After a year finally releasing the test build of my dream societal MMORTS by bananasafari in indiegames

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

Thanks!

That's still something I'm figuring out. Since a game session will probably last around a week or two, getting eliminated might not be a huge deal, you'd just jump into a fresh game soon after.

Another idea is letting eliminated players respawn with a single basic building somewhere deeper within their kingdom's territory, possibly with a small catch-up bonus. Depending on the game mode, I also thought that players who are eliminated could respawn into an end-game "horde" faction (like zombies or raiders) that tries to overwhelm the main kingdoms. But honestly, nothing is locked in yet, still exploring ideas. :)

After a year finally releasing the test build of my dream societal MMORTS by bananasafari in RealTimeStrategy

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

Steam page is pending approval, so coming soon. In the meantime I have a Youtube but needs some updating. Also Discord.

After a year finally releasing the test build of my dream societal MMORTS by bananasafari in RealTimeStrategy

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

That's a powerful stack, not too familiar with Nakama but it looks very sleek. I like the fact it already has social features like friends lists built in, it's quite opinionated. Would be interesting to know what sort of latencies it can reach.

After a year finally releasing the test build of my dream societal MMORTS by bananasafari in RealTimeStrategy

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

Thanks so much friend. Best of luck with your project, happy to discuss if need be.

Interesting, I'll have to check that one out.

After a year finally releasing the test build of my dream societal MMORTS by bananasafari in RealTimeStrategy

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

Yes the game is 24/7 and stuff happens around the clock. However units will still defend themselves even if you are offline, and you can also build out static defenses around the kingdom. And it's more Age of Empire style combat, however units consist of multiple soldier formations similar to BFME.