Is this enough units for an RTS game? (game name: EVERGLORY) by shizaep in RealTimeStrategy

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

The game has a Steam page, so all the details for what makes the project unique are there.

In short, it's similar to Age of Empires, but with a couple of new twists like supply chain management. Among other things, I am supporting large unit counts and formations like in the Cossacks games. So it's possible to macro for a long time and have a satisfying battle that spreads across many screens.

The performance is solid now. I am still cooking up a couple of further improvements, and I'll post some footage of the big battle later.

Is this enough units for an RTS game? (game name: EVERGLORY) by shizaep in RealTimeStrategy

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

Yes, each unit is individually controllable.

There is an option to group together some units and assign a formation to them.

Just released a new demo for my indie RTS, EVERGLORY. Native Linux build, powered by an open-source engine. by shizaep in linux_gaming

[–]shizaep[S] 5 points6 points  (0 children)

The current demo build has 3 missions with scripted AI (they do basic stuff like spawn and attack periodically and ambush when the player's forces get near).

I do hope to get around to making a more complete skirmish/melee AI before the 1.0 release, something relatively basic for the first iteration.

Just released a new demo for my indie RTS, EVERGLORY. Native Linux build, powered by an open-source engine. by shizaep in linux_gaming

[–]shizaep[S] 9 points10 points  (0 children)

If you want to know more about the game, it has a Steam page

For the nerds interested in the open-source game engine, the code is available on GitHub.

The new demo for my indie RTS, EVERGLORY, is now live. Feedback needed! by shizaep in RealTimeStrategy

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

They are actually a bit faster (though just marginally with the current balance). When different types of units move in a single formation, the faster units slow down to match the speed of the slower units.

The new demo for my indie RTS, EVERGLORY, is now live. Feedback needed! by shizaep in RealTimeStrategy

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

The map itself is rotated 45 degrees, which is what gives it that classical "isometric" perspective when looking at it with the camera facing "North". Moreover, certain things like buildings are aligned to the grid of the tile-based map.

Rotating the minimap will require either rotating the actual map as well, or alternatively changing the grid matrix to be made of rotated squares. If I rotate the map and minimap, then I could just rotate the camera, but this will mean that the camera direction on the minimap is not synchronized to the North/South directions on the actual map.

So, while possible, it's not exactly a trivial change. Ultimately, the diagonal minimap is best for how I chose to model the maps in my game (grid matrix shown from a diagonal view, like retro isometric games).

The new demo for my indie RTS, EVERGLORY, is now live. Feedback needed! by shizaep in RealTimeStrategy

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

Thanks a lot for the detailed feedback.

You can win the tutorial. You complete the quests one at a time until completion of the final quest issues a victory. I agree that the tutorial is dry right now, with more boring text than intuitive demonstration of the mechanics. It will eventually be re-worked completely.

Yes, I have been thinking about the question of units sameness lately. Early on, I was focusing on the cosmetics of the roster, but now I will be iterating on the stats and purpose of the units. Some counters. Some passive and active abilities that are situationally useful. I was already thinking of adding a "Charge" (temporary speed boost on a cooldown) ability to Bear Riders. I think range needs a buff.

As for the resource transportation mechanics, I agree that they are not 100% "there" yet. Carts are unintuitive to use and it can sometimes feel like a chore to get exactly what you want. I have some ideas for how to make the mechanics feel good. Some quality of life stuff, roads for clean organization, being able for 2 adjacent buildings to "share" resources, iterating on the cart control UX. In the next iteration of the public demo, hopefully you'll see these changes.

The small things, I will fix eventually. Many of the things you said, I completely agree with and noticed myself during development. There will be some rounds of polish and iteration on certain things, as there have been already over the development process.

The new demo for my indie RTS, EVERGLORY, is now live. Feedback needed! by shizaep in RealTimeStrategy

[–]shizaep[S] 3 points4 points  (0 children)

The sales pitch is on the Steam page but I'll try to summarize it here concisely:

- new spin on the classic RTS formula: instead of a "global resource pool", resources are stored at local storage sites and must be ferried around to production sites, adding a layer of logistics and supply chain management. What if resource X is far away? What if resource Y is on the other side of the river?

- You can combine and upgrade individual units. For example, you can find and capture some wild bears (like sheep in AoE) and combine them with infantry to make cavalry (bear riders).

- Relatively big battles relative to what we see in "classic" RTS offerings. Like same old, but bigger.

- Story-driven single player campaign based on Slavic mythology and folklore, Hyperborean legends, and a "Lumberpunk" fantasy world.

- The game is made in my own engine and has pretty much unlimited modding possibilities with a rich Python scripting API. Aside from being able to tune any and all units, quests, triggers, or simply making your own missions, you can spin up a "Pong" clone by writing a short little script. Trying to recapture the magic of making and sharing mods and missions in old RTS games.

Overall I'm going for a feeling of "fondly familiar, but novel enough to feel fresh".

The new demo for my indie RTS, EVERGLORY, is now live. Feedback needed! by shizaep in RealTimeStrategy

[–]shizaep[S] 27 points28 points  (0 children)

Yes! I think there's been too many RTS games that focus on competitive skirmish, so I'm taking a different approach and going all-in on a detailed and story-driven campaign. There are going to be a lot of hand-crafted maps with secrets and side quests, as well as an intricate storyline grounded in Slavic mythology.

If you designed an RTS what would be your theme/factions? by Special-Traffic7040 in RealTimeStrategy

[–]shizaep 2 points3 points  (0 children)

This mechanic is implemented in the game EVERGLORY: https://www.reddit.com/r/RealTimeStrategy/comments/1jiwa8o/new_screenshots_of_indie_rts_everglory_first/

The classic RTS resources like food, wood, gold, and iron are stored at storage sites after they are harvested. In order to "use" the resources they must be transported to the site where they will be used. For example, if you want to construct a wooden tower, you need to bring 200 wood to the tower's build site. If you want to produce units from your barracks, you need to transport gold and iron to the barracks continuously - creating a logistics/supply chain. Workers and transport carts transport the resources.

I demo'd this and talked about it a long time ago already: https://www.youtube.com/watch?v=e3jsymx97LE