sanojian Posted February 21, 2015 Share Posted February 21, 2015 I hope it is okay to post before I have a playable build. Title Screen First in-game screenshot Super Combat Squadron is a casual approach to the RTS genre; easy to learn and play with no base building aspects. The game focuses on capture points that generate resource, and controlling/positioning your units effectively. It is built using Phaser.io and WebRTC. Quote Link to comment Share on other sites More sharing options...
sanojian Posted March 7, 2015 Author Share Posted March 7, 2015 First gameplay preview of a tank attack on the enemy HQ.Still lots to do in this game but we are making slow, steady progress. druphoria 1 Quote Link to comment Share on other sites More sharing options...
ForgeableSum Posted March 7, 2015 Share Posted March 7, 2015 Looks great! A few questions: * Are you concerned about copyright as a lot of the artwork seems to mimic that of Advanced Wars?* How did you approach path finding?* How did you approach unit targeting logic? i.e. do you units simply attack those closest? How do they target, with overlap, etc? I'm actually making a medieval RTS but it's not styled as casual. Instead it will have full-blown classic RTS gameplay. Quote Link to comment Share on other sites More sharing options...
sanojian Posted March 7, 2015 Author Share Posted March 7, 2015 Thanks for your comments. 1. Do you think I should be concerned? I have talked with the artists and he has made attempts to make the graphical look distinct from the game that inspired him, Advanced Wars. I have never played Advanced Wars. Do you think it is still too close?2. I am using EasyStar with weighted terrain.3. Currently units attack the closest target. I have plans for more intelligent targeting but it is not implemented. yet. I am not sure what you mean by "overlap" Good luck on your project! Quote Link to comment Share on other sites More sharing options...
sanojian Posted July 19, 2016 Author Share Posted July 19, 2016 Progress is still being made on this game. Hopefully we will have a demo ready very soon. Here is the new parabola effect for artillery units. Quote Link to comment Share on other sites More sharing options...
Goblet Ed Posted July 19, 2016 Share Posted July 19, 2016 Looks great! Will this be a multiplayer or single player? How are you going to monetize this? Is this going to be a premium game on steam or are you going to look for a licensing deal? Quote Link to comment Share on other sites More sharing options...
sanojian Posted July 19, 2016 Author Share Posted July 19, 2016 Both multiplayer and single player modes are functioning. The demo will probably only be single player because we have no matching service implemented yet for multiplayer. It is simply first-come, first-serve. Monetize? We are doing it for the love at the moment. No decision on how to monetize. Any suggestions? Quote Link to comment Share on other sites More sharing options...
sanojian Posted August 28, 2016 Author Share Posted August 28, 2016 We have started an internal alpha for the game. Here is some footage. https://www.youtube.com/watch?v=JIaClzKlKNo Quote Link to comment Share on other sites More sharing options...
Goblet Ed Posted August 29, 2016 Share Posted August 29, 2016 16 hours ago, sanojian said: We have started an internal alpha for the game. Here is some footage. https://www.youtube.com/watch?v=JIaClzKlKNo Looks great. Will definitely try it out once there is a public build ready. Only thing I'm not a big fan of is that you can infinitely stack units on top of each other. As for any monetization suggestions; none really. I am curious how both you and the guys making Feudal Wars are gonna go about it. You both have a pretty competitive looking rts game. From what I've read is that RTS players are pretty hardcore when it comes to balance. It is difficult to retain them but if you do they are pretty loyal players. Quote Link to comment Share on other sites More sharing options...
madmuffin Posted August 29, 2016 Share Posted August 29, 2016 4 hours ago, Goblet Ed said: Only thing I'm not a big fan of is that you can infinitely stack units on top of each other. Yeah we don't like that either, its just that collisions are obscenely difficult to code in a nonbuggy way and after a lot of research, the programmer said it'll be basically like 3 months nonstop exclusively working on collision code to get it to work so right now we're focusing on more immediate deliverables. Quote Link to comment Share on other sites More sharing options...
sanojian Posted December 8, 2017 Author Share Posted December 8, 2017 Okay it is been a loooong time since an update. What can I say, game dev while working full time is a slow process. But we are getting very close to a demo release and so here is a gameplay video of a match between myself and another developer, @WiLD11 WiLD11 and HeadClot 2 Quote Link to comment Share on other sites More sharing options...
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