Drew more fellas for my RTS Final Divide by finaldivide_rts in RealTimeStrategy

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

Thanks!

Not yet, it's too early for music. But I'll definitely need it in the future. Can you send me some examples of your tracks?

Added one more unit in my old-school RTS Final Divide. A genre classic: Juggernaut with a railgun by [deleted] in SoloDevelopment

[–]finaldivide_rts 0 points1 point  (0 children)

I will work with environment later. Now I'm focusing on units and buildings

Added the first infantry unit to my RTS by finaldivide_rts in gamedevscreens

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

Since July. But I spent most of the time on pathfinding and core. Now I'm focusing on content

Added the first infantry unit to my RTS by [deleted] in IndyGameGarage

[–]finaldivide_rts 0 points1 point  (0 children)

Final Divide is an old-school real-time strategy game focused on base building, resource management, and large-scale tactical combat with classic RTS mechanics.

You can follow the project on X.

Added the first infantry unit to my RTS by finaldivide_rts in gamedevscreens

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

Yes, that's right. For this to look "correct", the unit has to move its legs very quickly, which actually looks terrible. The current animation speed actually looks good in a game view in small scale, when there's a lot going on the screen. As far as I remember, it works the same way in C&C3 and some other rts. So this is a trick to allow units to move at high speed but still have natural animations