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Summary

Nomad Fleet is a RTS game for PC, Mac and Linux where you must lead the last remnants of Mankind to safety after a mysterious alien race has hunted them near extinction. Lead a fully armed fleet of battleships, carriers and fighters through a series of randomized scenarios and encounters where they must fight for their survival while scavenging for resources, trading and researching new technologies.

Features

  • Command your ships in a fully 3D environment.
  • Obtain resources by harvesting asteroids and salvaging ships and use them to build a massive fleet.
  • Research upgrades for your ships.
  • A procedural galactic map with random encounters that allows for multiple and varied playthroughs.
  • Unlock two different fleets by finding special missions.
  • Uncover the story of the mysterious alien race that has hunted Mankind for centuries.
  • Meet other alien races and deal with them by diplomacy or warfare.

The game was released on Steam on April 19, 2016, visit the store page:

Store.steampowered.com

Also check the launch trailer:


Launch Trailer - Indie DB



Official Website: Nomad-fleet.com

Follow me and my other projects in: Twitter.com

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Hi

This is my first turn based game so there's a lot that can change and many problems that are yet to appear during the development. By making this article I'm trying to get some opinions and ideas that I may be missing at the moment and also share what makes the combat different from other turn based games.

Arc shot


What's my plan for the combat:

The general idea is that you will have a limited number of monsters that you can field, this number will start small (probably only 2 at the beginning) but it will increase when your character starts gaining levels (yes, your character and your monsters can level up).

Queue: When a battle starts all the monsters and beastmancers are put in the same queue ordered by an Initiative stat. The player and enemy beastmancers are also included because while they can't receive direct damage, they can intervene in a fight by attacking, healing, casting spells or summoning/recalling monsters.

Perma-death for creatures: my idea is that if one of your creatures is killed during combat, its lost forever. This should increase tension during a fight and force the player to capture a good number of monsters and level them equally instead of just focusing in a few elite creatures. I know this feature can be divisive so I'm entertaining the idea of having costly revival spells (for combat only) or even a shrine where you can resurrect your fallen creatures for a price (be special items and/or money).

Melee creatures: some of your creatures will be stronger and therefore will be used as "tanks" by dealing and receiving direct damage. While making them attack directly is more dangerous, they can do more damage and also have a small chance of making critical attacks.In these cases the camera gets closer and executes a cinematic animation.

Ranged creatures: other creatures will have a default ranged attack (shooting arrows, spitting fire, etc), these attacks are a good way to weaken an enemy before engaging it but they'll only work if your monster is not engaged by itself, that is if one of its neighbor tiles is occupied by an enemy, the ranged creature will be forced to used a melee strike as defense.

Special attacks: some creatures will be able to cast spells with a cooldown from the beginning while others will acquire these special attacks and spells after leveling up. There will be also status effects like poisoned, stunned, etc. that will last a few turns.

Objectives: if you lose all your monsters in the field you will leave your beastmancer undefended and therefore lose the battle. In the same way, killing all the enemy monsters makes you win and be able to loot the enemy corpses (or have a "chat" with the enemy Beastmancer, I'll explain more of this in a future article). But a secondary objective is to capture new monsters, to do so you will have to use a turn of your beastmancer and use a magical crystal to try to bind the soul of a wild monster. These crystals can be of different quality, some of them get destroyed after failing to catch a monster while others can be reused, some of them are rare and can be used to capture stronger monsters, I think you get the point... you can't bind the souls of monsters already binded by another beastmancer.

What's ready at the moment:

Right now I have a pretty simple pathfinding system but that is enough for what I need, the arenas won't be too complex: a flat grid with some obstacles and each faction on one side. In that case I'm playing safe by following the inspiration I have from Heroes of Might & Magic.

I also have the mechanics for basic melee, critical and ranged attacks as you can see in the videos included in this article.

I also have the basic transition between exploring a map in real time and a turn based battle (gotta make it look better though).

What I need to do:

I need to start working in the UI, I only have a mockup of it at the moment. This is tedious work but I better get it ready soon before I lose momentum.

I also need to find a way to deal with bigger monsters: so far my monsters all occupy a single cell of the grid at a time but some monsters will be bigger and therefore will occupy 4 cells. I need to figure out how to do it without breaking my current grid and pathfinding system. I have some ideas of how to do it though and I'll start testing them during this week.

The big challenge is gonna be the AI. This project is way different to Nomad Fleet, in that game every ship had the same real time AI based on a finite state machine, steering behaviours for movement and physics for projectiles. This game has none of that, all movement and projectiles are moved exactly by code (physics just wouldn't be precise enough for a grid based game) and all the monsters are "brainless", they have no decision logic, they just move or execute animations based on orders. I need an AI that is able to execute the same orders than the player and has the same limitations. I think that a finite state machine or any other traditional AI won't cut it, maybe a sequential logical process (like an expert system) would fare better: basically the AI should start working when its the turn of one of its monsters then evaluate the function of that monster (tank, ranged, healer, etc), check for enemies and allies in range and execute an action based on a simple database of what a normal player would do (attack weakest enemy, heal weakest ally, etc).

Bigger creatures

What could be nice to have:

Flanking: I'm still not sure about this but it could be nice that attacks make more damage or have an increased critical chance if they are made from a flank or the rear. Now in realistic combat, flanking an enemy is not easy so I should explore the posibility that an engaged enemy pays a cost when trying to flank (for example in Age of Wonders 3, the enemy can have a free attack if you try to disengage them).

Faster combat: this was suggested to me by some people, more than increasing the speed of movement and animations (which can be easily made and controlled by a slider) I think what people really want is combat that feels more impactful and dynamic. This is not something specific to fix but is something that I'll have to keep in mind during my iterations and polishing of the game.

That's it for now, in a future article I will tak about the non combat aspects of the game: story, dialogue, inventory, etc. For the moment I would like to ask you for feedback about my ideas if you have the time.

Regards,

Jorge

Announcing Beastmancer!

Announcing Beastmancer!

News 5 comments

After finishing Nomad Fleet I'm ready to start the development of Beastmancer: a monster tamer tactical RPG.

From Early Access to Full Release

From Early Access to Full Release

News 11 comments

After 9 months of Early Access, Nomad Fleet is finally ready to make a full release on Steam. Here I tell my "raw" experience as a new developer.

Early Access available on Steam now!

Early Access available on Steam now!

News 4 comments

After almost a year of development, Nomad Fleet is finally available for purchase on Steam. I also talk about the process and a small controversy.

Nomad Fleet on Steam!

Nomad Fleet on Steam!

News 0 comments

The Store page for Nomad Fleet is finally up. Also I talk about my last additions to the game before release.

Nomad Fleet Alpha Demo (Mac version)

Nomad Fleet Alpha Demo (Mac version)

Demo 0 comments

This is the Mac version of Nomad Fleet's Alpha Demo (space RTS with random encounters). It includes several levels but is limited to 5 jumps. Note: in...

Nomad Fleet Alpha Demo (Linux Version)

Nomad Fleet Alpha Demo (Linux Version)

Demo 0 comments

Here's the Linux version of Nomad Fleet's Alpha Demo. The game is a space RTS with random encounters and the demo includes a tutorial and several sample...

Nomad Fleet Alpha Demo (PC)

Nomad Fleet Alpha Demo (PC)

Demo 0 comments

Here's the Alpha demo of my Space RTS "Nomad Fleet". It includes a tutorial and several sample levels but is limited to five hyperspace jumps. Please...

Comments  (0 - 10 of 16)
XerxesVonBraun
XerxesVonBraun

wooooow reminds me a bit to homeworld :D

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WulfeeGrey
WulfeeGrey

Similarity shouldn't be in issue. What they should focus on instead, is what 'you' as the dev can add into the game. Innovation and exploration on new idea's and mechanics. Every game dev in the past started by creating what they thought was fun, you should be granted that same measure of freedom. Good luck Autarca.

Reply Good karma Bad karma+3 votes
⧊▰⧫▰⧊
⧊▰⧫▰⧊

Hi

This game seems a good one
It seems to be similar to Nexus the Jupiter Incident rather than Homeworld
I cannot understand why people are complaining that other games might copy Homeworld when i bumped into several space titles that wanna copy Master of Orion ( a particular thing i grew tired of making me almost steer clear of games that promise something along the lines of Master of Orion but with few exceptions of course like the former game i voted before this comment here namely Multiversum )

I like the graphics of Nomad Fleet and i would only agree that it would be good to offer mod support for it in the future unless you are going to expand the game and add DLCs , expansions and stuff to keep it going

I voted you max not just out of my altruistic heart but because i'm into space games a lot too so i hope everything turns out right for you

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Danarogon
Danarogon

I'll be honest. As soon as I saw the Homeworld hyperspace jump, and the gameplay inspiration. It somewhat annoyed me. However, I see enough original material here to find this small project interesting. But there are several things that need to be worked on (by order of importance):

1st the game needs a better camera control, is not fluid, too slow and down right annoying to use, I'd sugest you to see how the Homeworld camera works and try to mimic it, considering the fact it works perfectly for it's game.

2nd Sometimes I'd find the UI to just vanish, pretty much preventing me from doing anything worth while.

3rd I think some of the ships and background art are in need of a redesign. They are just ugly. I understand the idea of the ships is for them to be old and clunky, as one would expect from a fleet that had to use century old ships. however you can still have those same elements and still have a good looking, and well designed ship. I also found the backgrounds to be too dark, plus with dark looking ships. it makes it hard to see them. I'd recommend you to ask for / hire an artist's help to fix all of these problems (I'd even offer myself to help, however regardless if you consider my advice and wish to either hire or ask for an artist's help, I am sure you'd find someone else whom's style fits more your own artistic vision of the game).

4th I'd Really recommend not to have the Homeworld hyperspace jump, and instead have an original one. It's like having a light-saber knock off in an non Star Wars title, it just makes you look bad.

asides from these few things. I think you are on an interesting path, I really liked the rpg elements in the game, to negotiate with other races, confront them or avoid fights. plus I completely love this sub-sub-genre of Scifi, of a small fleet trying to survive an overwhelming force like Battle Star Galatica, Homeworld and several others. I'll defently stick around to see where this game is going.

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Autarca Creator
Autarca

Thanks for your feedback.

Reply Good karma+3 votes
AmDDRed
AmDDRed

Will be there modding support: possibility to do mods, tools, workshop?

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Autarca Creator
Autarca

Sorry but no. That and Multiplayer was one of the first features I had to cut in order to make the project achievable.

Reply Good karma+4 votes
AmDDRed
AmDDRed

Well, that's sad. It decreases replayability and fan base.

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go0der
go0der

Really great, awesome controls, and I really like the Homeworld inspiration

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Autarca Creator
Autarca

Thanks, is good to know that you liked the controls. So far opinions seem mixed on them.

Reply Good karma+3 votes
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Nomad Fleet
Platforms
Windows, Mac, Linux
Creator
Autarca
Engine
Unity
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Nomad-fleet.com
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Latest tweets from @autarcadev

Maybe I should have different scenarios and creatures that rotate randomly #indiedev #gamedev #indiegame T.co

Jun 23 2016

Another attempt, this time with nighttime and more detail #indiedev #gamedev #indiegame T.co

Jun 23 2016

Trying to come up with a good looking main menu is challenging, still not happy with this one... #indiedev #gamedev T.co

Jun 23 2016

Nomad Fleet 50% discount in #SteamSummerSale Store.steampowered.com #indiegame #gaming #Steam T.co

Jun 23 2016

RT @gsengine: Finally happy with the radial combat #UI #screenshotsaturday #gamedev #indiedev #javascript #threejs #react #reactjs T.co

Jun 12 2016

While I work in Beastmancer I'm gathering assets for my next project too #screenshotsaturday #indiedev #indiegame T.co

Jun 11 2016

Middle aged mutant ninja turtle just doesn't have the same ring to it #screenshotsaturday #indiedev #gamedev #gaming T.co

Jun 11 2016

Feeling pretty burned out right now, I'll probably won't have much progress this week :(

Jun 8 2016

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