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Welcome to a new devlog for Assembly RTS, the physics-based real-time strategy game!
IndieDB Header Image 001


Hey everyone, this week I fixed some issues and added some new features. Sounds exciting right?

Level Editor Improvements

There were some issues with saving, loading, uploading and downloading levels which I fixed this week.
Now it's also possible to intuitively place a great variety of scenery objects, such as cliffs, rocks, ice chunks and trees onto the map.

vlc OR8fjnKt0t
(perhaps the selection of trees is a little too big? ๐Ÿ˜)


A big issue the level editor still has is that it's currently not possible to select and move multiple objects at the same time. It's also not yet possible to group objects together...

I can honestly say the code for the level editor is a horrific Frankenstein composed of proprietary, open source and my own code of course (held together by duct tape).

But now that I think about it, perhaps a solution to group objects together wouldn't be as difficult to implement as I had initially imagined... This is why I love writing these devlogs. They help me look back into the past and to see the bigger picture. Let me add this to my task manager right away...

vivaldi Vb3mZMUIgc


RTS Camera Improvements

To capture more cinematic shots for my next trailer I modified my camera system to use Unity's Cinemachine. It enables me to easily capture very smooth dolly shots.
As an added bonus, now the RTS camera feels a lot better to move around as well.

Visual Debugging Tools

The last thing I started working on this week was a visual debugging tool for my quadrant system.
The quadrant system is responsible for segmenting units into square areas to keep performance high.

I'm implementing this visualization because unit targeting is not yet reliable and I believe it has something to with the quadrant system. Debugging this issue without visualization helpers would be extremely difficult.

vlc jYYGB2IS7f


Funnily enough, drawing simple shapes with the default Unity tools is extremely inefficient and tanked the framerate down to about 10 FPS. The best way to render the debug shapes I found was to create a mesh for each shape (including all the digits) and rendering them in batches.
I know this seems silly, but it's actually a common methodology among Unity game developers.

Submitting my Game to Digital Expos

This morning I was surprised when I got a reminder that the submission deadlines of two digital expos are today. I quickly filled out the forms and now all that's left to do is to hope for the best: Day of the Devs, OTK Games Expo

That's all folks. Don't forget to wishlist Assembly RTS - Unleash Your Forces on Steam if you haven't already.

Removing AI imagery from my marketing assets

Removing AI imagery from my marketing assets

News 11 comments

I'm no longer using AI art for marketing. Assembly RTS is a real-time strategy game with deep customization mechanics. Discover seemingly endless possibilities...

The Icening

The Icening

News

The environment is getting even frostier for Assembly RTS - Unleash Your Forces, the physics-based real-time strategy game with deep customization mechanics...

Different Times of the Day and Snow Storms

Different Times of the Day and Snow Storms

News 2 comments

Assembly RTS is a real-time strategy game with deep customization mechanics. Discover seemingly endless possibilities. Assemble your perfect army and...

The First Preview Trailer for Assembly RTS ๐Ÿงช

The First Preview Trailer for Assembly RTS ๐Ÿงช

News 5 comments

Assembly RTS is a real-time strategy game with deep customization mechanics. Discover seemingly endless possibilities. Assemble your perfect army and...

Post comment Comments  (0 - 10 of 11)
spawnof2000
spawnof2000 - - 61 comments

is this project at all inspired by earth 2150?

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FlightFight Creator
FlightFight - - 33 comments

I never played Earth 2150 but I can see some similarities.
My main source of inspiration is Command and Conquer Tiberium Wars 3.

Reply Good karma+1 vote
t95blackeagle
t95blackeagle - - 687 comments

Interesting project :)

Reply Good karma Bad karma+2 votes
BioClone
BioClone - - 98 comments

good luck, looks nice Im only affraid of you considering to remove the infantry :_(

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FlightFight Creator
FlightFight - - 33 comments

Update:
Infantry is now officially a part of the game ๐Ÿ‘

Reply Good karma+1 vote
FlightFight Creator
FlightFight - - 33 comments

Thank you! For now, I estimate that infantry would be too slow compared to all the other units available and also more challenging to implement. However, it's early days so a lot can still change ๐Ÿ™‚

Reply Good karma+1 vote
Guest
Guest - - 689,527 comments

nice, may wish to reach out to some of the artest on the thingverse and ask if you can use there mech files . will save you time and allow you to add some more units easly. just a thought

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FlightFight Creator
FlightFight - - 33 comments

Thanks for your suggestion! I don't plan to add many mechs to Assembly RTS so I don't think that will be necessary.
It's also important that everything keeps a coherent art style.
Most units will be hovercraft. These are far less work to create.
Thanks for your support. If you have any other suggestions please let me know.

Reply Good karma+1 vote
Guest
Guest - - 689,527 comments

Hello, nice project, do you have a discord ?

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FlightFight Creator
FlightFight - - 33 comments

Update: There is a discord server now
Discord.gg

Reply Good karma+1 vote
FlightFight Creator
FlightFight - - 33 comments

Hey, glad you find Assembly RTS interesting! At this time, I don't have a Discord server set up for the game. However, I also post updates on my YouTube channel and Twitter account if you'd like to stay updated on the game's progress. Thanks for your support!

youtube.com/@seannowotny
twitter.com/SeanNowotny

Reply Good karma+1 vote
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