(It's a working title). I've started work on a new game; in a nutshell (my favourite phrase) it's a single-player realtime version of Stellar Forces. It's very early in development with loads to do (and probably loads of bugs) but if you fancy a preview, please take look. All comments more than welcome.
Instructions:- At the moment it is vey early. You can choose either The Assassins or Moonbase Assault, and choose a side (or neither if you want to watch the computer battle itself). You select a unit, and then select a destination. They will shoot automatically.
Cool, but what about the good old stellar forces, destructible and non destructible walls all at ones. Plants you can hide your units in, will kinda work like standing in smoke, and all this, inside a new version of the mission editor. Thanks for your work! ;)
Looks interesting Steve, I had a go at The Assassins, all I seemed to be able to do was walk into a blaze of gunfire and die horribly, looking forward to its development though!
Thanks. I probably released it a bit too early, as I've not balanced it or anything. It's more of a toy at the moment, where you can walk units around and watch them die (or watch the AI play itself which is fun). I'll be releasing an update soon though.
Could be interesting. I know it's very early but a few comments
I think it may be better as a hybrid res / turn based. Say 5 second to change your units way points and then 5 seconds of action, repeat. then it retains some stellar force tactical goodness.
Make it possible to select units by clicking on them.
Thanks for the comments. Although the game is very early, they're more than welcome as now is the nest time for me to implement them.
* Clicking on units will be in the next version (this weekend hopefully)
* I was thinking, instead of pseudo-turn-based, the player will have, say, 30 seconds of "pause" time to use when they want. I think this keeps it more realtime than turn-based which is what I was looking for (but still having thinking time).
Installing right now, i'll try it this very weekend.
Posted by Trollmineitor 9 years ago [Login to reply]
Thanks, let me know what you think. Zap, regarding direction controls, I'm not sure it needs them since if you click on an adjacent square, the unit will move there.
Plays fun! one note, when you click your unit number, it will center the unit, but that is a sometimes little stressful, when you have to scroll back to where you want your unit to go. maybe a double click to center above your unit, and a single click to just select your unit.
Paasque, I did remove the "automatically centre on unit" function, but if the unit was off-screen it was a annoying to have to manually centre the unit. I like your suggestion.
So, pacing maaay be a bit too fast, so yes, please slow it down (or make as an option). When it comes to a squad based RTS like the one you're making, the best game I can think of is Frozen Synapse (and its remake, Frozen Synapse Prime). I would suggest it if you want to take a look at what gameplay should look like, although instead of being a full-on RTS,it works as a planning phase where both players plan at the same time, followed by the execution phase where you see the result of the crossed over plans in 5 second intervals. Also, stealth aspects such as sneaking behind and shooting someone would be awesome, especially since that is one of the more enjoyable things about Stellar Forces.
Thanks for the feedback. I've seen Frozen Synapse (but never played it) as it usually gets recommended as a good pseudo-TBS when people are asking about Android games. However, I want this one to be more realtime and a bit different to SF (although it uses the same gfx). I'm still working on this game, and I've already slowed it down :). I should be releasing an update soon.
Nice. I do like the concept of a squad-based RTS rather than a base building one. Also, Doorkickers has stealth mechanics that you may want to take a peek at and adapt it into Assualt Squad.
Looking at Door Kickers is depressing, I can only dream of having graphics that good! I'm still working on AA, and there should be another update soon.
I've also just released the first paid-for version, which includes Escort and Defend the Base missions with AI for both sides. All Stellar Forces players can of course have it for free, just send me your order numbers (unfortunately that's the only way Google will let me do it).
Um, thanks but how do I find my order number? Also, the new update is great - the AI is a lot tougher and with Fog Of War it makes it so you have to position units round the corner whilst defending. The randonly generated maps are awesome, but occasionally don't work (I don't know why, but it appears the game fails to load the map it generates). As with Stellar Forces, there needs to be a clear way to see what your units' vision cones are. Also, the ability to make your OWN maps and play them in-game would be sweet.
Doh! You have to buy something using Google Play and look on the reciept to find your order number! I hope this helps other people, but ain't helpin' me. RIP.
The maps do sometimes time-out when (e.g.) it can't find any space to put down a computer, but it should retry over and over again. In this game, there aren't any viewing cones - units can see 360 degrees, so that's not an aspect the player has to worry about.
With order numbers, I'm guessing Google Play uses it to select the user making a transaction. The main problem is that you need the online reciept from ANOTHER order to view your order number. I've searched on both Google Play Help and online in general, but nothing's come up.
No problem, I just thought we were talking about Assault Squad! :) If you've bought Assault Squad, let me know your order number for that. It doesn't matter if you haven't bought SF, all players are welcome to a free copy of Assault Squad.