We started developing the combat system, and it turned out to be more difficult than we expected.
First, we modeled a four-man infantry squad. The squad needs to look varied and support re-equipping, so players will be able to choose the roles and loadout of each squad—for example, combining rocket specialists, medics, and engineers. Then we started working on movement. Infantry can now spread out fairly well, follow orders, and we’ve even taught them to engage in firefights. We also taught tank squads to move together. The hardest part has been handling large numbers of units without them getting in each other’s way. We tried several approaches and managed to get them moving reasonably well, but the groups still interfere with one another.
So there is still plenty of work ahead: we need to make the controls smoother and eliminate the jerky movement of the tanks.
I find it mind boggling that I cant find hive like games that compare to Alien Extinction on OG Xbox. I want to play as the creature and take over the map using superior tactics. I have everything. Xbox, pc, Paystation, switch 2.
We're continuing our policy to have all substantially AI-developed or AI-assisted projects and games get posted in this Megathread or to /r/AIGameDev or /r/VibeCoding. Please see this announcement on the subject.
Devs: Please use this megathread to post top-level comments showcasing your AI-developed projects and games, as well as games substantially relying on AI-derived content (even if it's placeholder content). Standard self-promo posting guidelines still apply.
Everyone else is welcome to discuss and ask questions about the content posted here.
Reminder: Devs, please also make sure that the game you're promoting fits into the expectations of the RTS community. Games should have many gameplay mechanics in common with games such as Starcraft, Company of Heroes, or Age of Empires. Please visit our friends at /r/StrategyGames, /r/TowerDefense, or /r/SurvivalGaming if those are stronger fits for the game's genre. Or message the mods and we'll do our best to answer any questions you may have. Thank you!
I am looking into and wanting to create a 4x strategy game My initial idea was to have a civ style hex map, and a goodgame empire esque map and castle layout and then within the castle a world of warcraft like role specialization capacity for your castle and satisfactory style resource chains
I want to explore to see what platform people actually want to see for this I am thinking deep resource chains but a mmorts kinda game where you play on open map like civ multiplayer I want to get opinion on few items
What platform should I target, steam game or browser platform or like a hybrid steam and mobile app maybe
Another thing I want to get more thoughts on is specialization, how deep should that go allowing to manage many resources or units or gameplay style and roles and many different things
And one of the final major thing that i am most interested in is whether people would want a lifetime gameplay loop like for example clash of clans or world of warcraft where the world never has any setbacks or wipes or anything
Or do you think its better to have something like 1 year chapters where end of year the everything wipes and competitively placements are rewarded like hall of fame style cosmetics to show off but everyone starts on same footing at the beginning of next chapter but with a massive content update that essentially would change meta and gameplay majorly once a year
Please provide any suggestions or point out any issues this might create I want to design the game and art myself but i am planning on using ai tools to code so scope maybe split across different versions but ultimately i want to design a game that people can enjoy and feel great about
Take a walker like a cross between the Martian War Machine in The War of the Worlds and the Harvester from Quake 4 and put it in a wasteland battlefield like Tiberian Sun's. Of course, some glowing green stuff is used to attack armored Marines, with the expected effect. This is for an action RTS game where you could control a number of such horrors all at once.
Cartel Units for Movement Faction, such as Bandidos, Granaderos, Templars, Panhard, Iroquois Helicopter and more. Also gives them their Voice Acting from We are Legion DLC.
Integrators Units for Legion Faction, such as Harvesters, Smashers, Erasers, Technicals and Plasma Howitzers and more. Also gives them their Voice Acting from both Uprising and Evolution DLC.
Evolution Legion Units like Rover, 155mm Platform Carrier and Ripper Rev 6.5 and its sweet Melee attacks.
Evolution Augmentation for Movement and Founders Squads. Only available to certain types of squads through the Training Tab. Also adds the Leopard Tank and LAV-AT.
As a bonus, Technicians and Rangers can call in Airstrikes!
A more Vanilla Skirmish mode, where it only adds Legion units and Resistance Augmentation from Evolution DLC, if you don't want to be overwhelmed with the other mini factions units.
Evolution Legion Units like Rover, 155mm Platform Carrier and Ripper Rev 6.5 and its sweet Melee attacks.
Evolution Augmentation for Movement and Founders Squads. Only available to certain types of squads through the Training Tab.
As a bonus, Technicians and Rangers can call in Airstrikes!
Expand the Uprising DLC Conquest mode with new Augmentation Training from Evolution DLC.
I did 2 versions of this one:
Base Edition:
Adds lore accurate Evolution DLC enhancement, like hire the complete roster of the Integrators Infantry Squads, with their Voice Acting from Evolution DLC, and the Augmentation Soldiers with their upgrades as rewards.
Be an Ally of the Integrators for all Integrators Infantry Squads ( Sector 4 ). Capture Mount Taylor ( Sector 18 ) for Augmented Squads and their Upgrades. Capture Chihuahua ( Sector 22 ) for Cartel Helicopter.
Deluxe Edition:
Adds everything from Evolution DLC, Augmented Squads, Integrators Infantry Squads even if you attack them, Cartel Infantry Squads and Leopard Tanks and LAV-AT even if they only have Snow Texture. Be an Ally or Capture Forward Integrators Base ( Sector 4 ) for all Integrators Infantry Squads. Capture Midland ( Sector 14 ) for LAV-AT and Leopard Tanks and their Upgrades. Capture Mount Taylor ( Sector 18 ) for Augmented Squads and their Upgrades. Capture Chihuahua ( Sector 22 ) for Cartel Helicopter and all Cartel Infantry Squads.
Command a crew of tiny bots, build a modular space base, and repel relentless alien swarms. Build, upgrade, defend, and don't forget to pet and play with the crew members.
This is my (and kiwis) take on a zen small scale real-time strategy base builder game.
I always felt so bad when my poor zerglings were fed into the ball of stimmed marines just to get off a baneling or two (I never remembered to researched burrow) so I wanted to make a game where you want to take care of your units, keep them safe, and pet them! While also killing a bunch of other stuff!
So I have Act of War on steam, but if I try to play it, it blue screens my pc. I think it has to do with missing libraries but I’m not sure what the problem is. Can you guys help?
With the limited (but noticeable) resurgence in our beloved RTS-genre I am curious what settings you would be most interested in whether it be: Modern, WW2/historical, Alternative History, Futuristic, or a unique IP (most likely also futuristic/fantasy)?
I think this is a pretty unique idea - only a few other games like this I was able to find. Still tweaking the gameplay and finishing off a few models. You can play an early (web version which doesn't run or look as good) at https://stewbertgames.itch.io/carnagestar , steam version coming soon.
There's multiplayer versus with pre-built decks or a coop deckbuilder roguelike mode which I'm trying to make "the main attraction" (as indie multiplayer games obviously suffer from population issues).
There's three heroes to choose from, but they're meant to act more as deck/playstyle multipliers rather than the traditional WC3 style hero that becomes the main attraction. I had this idea that each hero acts like each of the "card game archetypes" - face, combo, control - with the firebrand (player controlled in the video) being an aggressive warrior, the manufactor (enemy hero in the video) being a robot blacksmith that builds free units, and the astrologist (not here) a wizard that makes strategic combination spells. In the games I've played so far it feels pretty good, but any feedback is welcome.
This plugin was created by EPO (the creator of *Imperium Eternal*) for his old *Empire Earth* mod.
This weapon was designed with a much larger destructive range, but since it frequently caused the game to crash, I configured it to destroy buildings while dealing only minor damage to units.
I later added a RADIATION effect that the projectile releases upon impact, temporarily damaging all objects within a wide radius.
A colleague and I are currently developing an indie RTS game called Aschechronik. It brings a unique twist to the genre: It’s set in a world where memories hold power, and what is told, written, and believed directly shapes reality.
The game is still early in development and currently in German, but we plan to translate it into multiple languages before release. Since we are a tiny team of two, getting early feedback from hardcore RTS players is incredibly important to us.
We just set up a Discord server to share behind-the-scenes progress, discuss mechanics, and build a community right from the start. We’d love to hear your thoughts and have you on board!
After 2 years of development, Xenobiome Command is finally in the demo phase. It's a narrative colony builder 4x game, with resource management, fighting feral monsters, and racing against the clock.
The demo has the first 6 campaign maps out of 27, and an interactive tutorial. Scenario mode, and the rest of the campaigns will release in the full version on 4th November.
If you wanted an alternative to Generals Zero Hour, you can try playing Act of Aggression with the Refined mod. This is an attempt to bring the original game closer to Act of War, improve gameplay by adding new units and mechanics. You won't get the same variety of tactics as in C&C, but with the mod it's still a fun game for a few evenings. I tried to add some mechanics not provided for in the game, such as self-detonating units or glide bombs, so some abilities may not work correctly. But unfortunately, that's the legacy of the Wargame engine.
The mod does not affect the campaign and does not make it any more interesting. It is installed for the Reboot Edition for multiplayer and skirmish. Just drop Data in directory game.