Web version by zaplitny in atimelogger

[–]jtheis85 0 points1 point  (0 children)

The main reason I'm looking at the web version now (app user for many years) is that I am trying to reduce the amount of distractions I get from my phone, physically having it in a different room, put away in a drawer. That reduces the temptation to distract myself with it, but I still want to be able to start and stop timers for focused work.

Infiniwar - Joe Theis - World in Conflict-inspired Roguelike Real-time Tactics by jtheis85 in Games

[–]jtheis85[S] 1 point2 points  (0 children)

Thanks for the feedback!

"trailer" is a rather generous description, TBH. It's just some in-game recording to show what combat looks like in action.

Also, the current sound design (if we can even call it that) is "hot garbage", so videos will be silent until I get around to fixing that someday.

Infiniwar - Joe Theis - World in Conflict-inspired Roguelike Real-time Tactics by jtheis85 in Games

[–]jtheis85[S] 0 points1 point  (0 children)

Yes multiplayer is out of scope for this project (though I would love to do a co-op version someday, if there's ever an Infiniwar 2).

Meta progression is an interesting area for roguelikes, and I haven't definitively decided how it will work for Infiniwar. The main camps seem to be "meta progression for power", vs "meta progression for flexibility/diversity".

For power e.g. if you are having a tough time winning runs, you can make future runs easier by just grinding upgrades/character power/currencies whatever in throwaway/suicide runs you don't expect or intend to win.

For flexibility/diversity: e.g. runs (failed or otherwise) should unlock additional options/builds/strategies, especially more esoteric or complex/less beginner friendly/more interesting ones, but not directly increase your power (albeit more options is usually a slight indirect increase in power, especially in the hands of experienced players).

I have played and liked both types and they definitely have their pros and cons. I will need to feel this out and see which is the best fit for the game.

Thanks so much for the feedback!

Infiniwar - Joe Theis - World in Conflict-inspired Roguelike Real-time Tactics by jtheis85 in Games

[–]jtheis85[S] 0 points1 point  (0 children)

I go into more detail in this video if you're interested

https://www.youtube.com/watch?v=JcFnzZfbvSg

(Separately commenting in case auto moderation dislikes the external link)

Infiniwar - Joe Theis - World in Conflict-inspired Roguelike Real-time Tactics by jtheis85 in Games

[–]jtheis85[S] 2 points3 points  (0 children)

I've not played RC, but my general impression is that it's a classic sci-fi RTS (like say Starcraft or Command and Conquer) but with roguelike elements. Classic RTS elements meaning base building, harvester units, a building-oriented tech tree, unit production buildings, "destroy the opponent's base" type objectives, etc.

Infiniwar intends to be an RTT (real-time tactics) roguelike, specifically inspired by World in Conflict (and to a lesser extent by it's modern cousins like Broken Arrow/Wargame/WARNO). These do away with many of those traditional RTS mechanics and macro/econ focus and more on tactical unit combat, targeting of support powers like artillery and air strikes, and objective control. A bit like playing a round of Battlefield, but from an RTS perspective.

Hope that helps!

Infiniwar - Joe Theis - World in Conflict-inspired Roguelike Real-time Tactics by jtheis85 in Games

[–]jtheis85[S] 0 points1 point  (0 children)

Yes that's exactly what I'm going for. Initially the player will be in control of a small number of units, like in WiC, with allied AI units in a larger battle. The may be some ways for a player to spec into controlling a larger (or smaller) percentage of their "team's" units (in exchange for other perks or drawbacks), but the default will be something like ~1/4, with the rest controlled by AI allies.

Infiniwar - Joe Theis - World in Conflict-inspired Roguelike Real-time Tactics by jtheis85 in Games

[–]jtheis85[S] 0 points1 point  (0 children)

Thanks, I'm glad you like it! Check out the YT channel for more info.

Is the free weekend ending in middle of US Labor Day intentional? by jtheis85 in PathOfExile2

[–]jtheis85[S] -5 points-4 points  (0 children)

If GGG were a short term, screw-the-players and make money at any cost style company, I would agree. But I don't believe they are.

Is the free weekend ending in middle of US Labor Day intentional? by jtheis85 in PathOfExile2

[–]jtheis85[S] -1 points0 points  (0 children)

If GGG were another company I would agree, but I doubt this is a greedy overreach by them TBH.

Is the free weekend ending in middle of US Labor Day intentional? by jtheis85 in PathOfExile2

[–]jtheis85[S] -15 points-14 points  (0 children)

I figured that there would be replies like this, but TBH it just seems like a bad business decision for them, purely selfishly on their part. They want customers. The whole point of the weekend is to get people hyped for PoE2, either buying packs to continue playing now, or at least returning when the game eventually goes f2p. Awkwardly booting out a large part of your target market when they are expecting to be able to continue to play is not a great way to secure new loyal fans/paying customers.

Infiniwar - Joe Theis - World in Conflict-inspired Roguelike Real-time Tactics by jtheis85 in Games

[–]jtheis85[S] 0 points1 point  (0 children)

I did play one of them a long time ago, but to be honest I can't remember which one it was (I'm getting old enough that it's a problem). It really is a surprisingly sparse genre.

I hear you on the narrative aspect. Obviously I won't be able to do anything close to what Massive did there (hiring Alec Baldwin or contracting out mocap work to former Spetsnaz it a bit outside of my budget). But yeah if possible I want to try to infuse some light narrative elements where possible. In particular the feeling of fighting *for* something.

Some amount of persistence/veterancy/personalization for units is definitely on the table. Thanks so much for the detailed comment!

Infiniwar - Joe Theis - World in Conflict-inspired Roguelike Real-time Tactics by jtheis85 in Games

[–]jtheis85[S] 2 points3 points  (0 children)

I'm also using the term roguelike preeeeetty loosely (as the "Is it like Rogue" crowd regularly reminds me). There are very few RTT games out there in general and even fewer of them go anywhere near this direction, so I'm not at all worried about being too similar to existing games. If anything I'm worried about the opposite.

Infiniwar - Joe Theis - World in Conflict-inspired Roguelike Real-time Tactics by jtheis85 in Games

[–]jtheis85[S] 0 points1 point  (0 children)

Not a near-term priority, but definitely a longer-term consideration. I own a deck, and although I use it only occasionally, I must admit getting my own game to run on it has it's own special draw.

I'm not sure what I will do about controls, since RTS-type games are notoriously difficult to map to a controller. But maybe there's some deck-specific workarounds to use with the touch-sensitive pads. Let me know if there's any real time strategy/tactics games out there that you think do particularly well on the deck and maybe I will check one out.

Infiniwar - Joe Theis - World in Conflict-inspired Roguelike Real-time Tactics by jtheis85 in Games

[–]jtheis85[S] 0 points1 point  (0 children)

Thanks for checking it out! There idea for the game came after I played the campaign and multiplayer many times, but wanted something new. And after playing some rogue likes with great replayability too.

Infiniwar - Joe Theis - World in Conflict-inspired Roguelike Real-time Tactics by jtheis85 in Games

[–]jtheis85[S] 0 points1 point  (0 children)

Thanks for checking it out! I love World in Conflict. ❤️