"Strategy without the Stress"
Slizer Battle Management System is a Real Time Tactics game set in the Slizer storyline. It removes intense micromanagement and economy and replaced it with more coomplex movement, damage and stealth mechanics. Planning and tactics are emphasised by careful selection of starting units, equipment, and positions, and battlefield tactics such as positioning and formations. Gameplay is a mixture of squad based and battleship real time strategy.

It uses a symbolic, minimalist art style to simulate what a futuristic military console used to command units on a battlefield would look like.
The current version of the game is available for download here:Indiedb.com
This game is complete but it being improved as needed. The game should be stable, but if there are any issues, bugs, or if you have any constructive criticism, please contact me.

[IF YOU THINK THIS GAME HAS ANY POTENTIAL, PLEASE HELP ME GET IT ON STEAM GREENLIGHT]
[OR CONTRIBUTE TO THE INDIEGOGO PAGE TO HELP FUND ART FOR THE SEQUEL]

Steam Greenlight: Steamcommunity.com
IndieGoGo: Indiegogo.com

Facebook: Facebook.com
Website: Slizerbms.wordpress.com
Twitter: Twitter.com
Youtube: Youtube.com

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SBMS v1.19 Updates

News

/6/17
v1.19b1

  1. Laser Turret fixed being able to target untargetable units
  2. Enemy Ships now don't show their laminate shield model when invisible, Pings no longer follow invisible units, and will use the last known coordinates or 0,0 if the unit is invisible. Enemy unit stats are no longer shown if the unit is invisible
  3. Beam Cannon on Stormbreaker now only fires if it has an attack target and the target is in front of it, instead of just firing when any player unit was in range and the cooldown was off
  4. Fixed Fighter AI using the unit's target variables without checking if the target existed by using the saved target_x and target_y variables
  5. Toulouse Base mission now has units start shut down and come online sequentially
  6. Fixed Target Allies duration only lasting the standard 10 seconds instead of what the max duration was set to X
  7. Fixed new units spawning outside the south hangar, removed leves spawning, fixed "SLIZR88" to "SLIZER88" in the story messages, reduced time before urdswan shuts down from 20 seconds to 10, Urdswan now attacks triarus units when spawned and has its enemy type set to enemy_units
  8. RIMS abilities now show their cooldown in seconds instead of steps on the UI
  9. <!-- x-tinymce/html -->Fixed Target Allies not using the proper function to order units to attack each other,Fixed Target Allies duration only lasting the standard 10 seconds instead of what the max duration was set to<!-- x-tinymce/html --> fixed not working if a visible player unit was on the map<!-- x-tinymce/html -->
  10. Mission 8 f<!-- x-tinymce/html -->ixed new units spawning outside the south hangar, removed leves spawning, fixed "SLIZR88" to "SLIZER88" in the story messages, reduced time before urdswan shuts down from 20 seconds to 10, Urdswan now attacks triarus units when spawned and has its enemy type set to enemy_units, decreased time for urdswan to go online and for it to fire EMP rockets
  11. <!-- x-tinymce/html -->Added loading bar animation when intercepting enemy messages
  12. Fixed DeGaulle not switching weapons because it did not have its weapons variable set to 2
  13. Fixed Enemy Unit stats not showing the variable names if a player unit was not selected as well
  14. Mission Fake Slizer Base starting point moved down and to the right, removed two Reaper Hells, increased the supply from 120 to 160
  15. Fuel Tank ability now has a minimum target distance to activate, added UI element to show fuel and removed fuel text
  16. Mission 10 now has the dialogue appear after the intercepted message appears, Fake Slizer Base mission fixed "proessing" to "processing", moved Urdswan ping to happen sooner, fixed enemy units not reinforcing Urdswan because they weren't capable of aggressive move, enemy units reinforce Urdswan before it goes offline as well, modified dialogue in missions 11
  17. Added a unit model for drones
  18. Aquila primary weapon accuracy reduced from 20 to 10
  19. Mission 10 dialogue edited, time to armiger starting up decreased from 120 to 60 seconds, increased time for enemy reinforcements from 5 to 100 seconds, increased supply from 100 to 200, moved Armiger to the right and down, fixed message when mainbase reaches extraction zone crashing the game, added frequencies to some story messages and made them not optical messages, added AM field missile deployed during the mission?, moved Planning deployed units position left by 200 when they are moved closer and now are set to full speed, increased Mainbase minimum health to trigger end of game objective from .5 to .6 to .75, added more explosions to Mainbase at the end
  20. Enemy stealth now reactivates at full energy, Velite energy decreased from 200 to 100, stealth energy cost decreased from 2 to 1.5
  21. Triarus energy decreased from 200 to 150, Reaper supply cost increased from 28 to 40
  22. Enemy Triarus accuracy decreased from 22 to 20, Aquila2 energy reduced from 200 to 100
  23. Fixed enemy units all showing the plasma, player units all showing the laser weapon icon in game <!-- x-tinymce/html -->when placed without a function and before UI object was made.
  24. Aquila2 armor reduced from 20 to 12, fixed beam cannon being turned on but not registered as turned on so it was using the beam cannon stats but not using ammo, beam cannon ability now uses the weapon_fired script, secondary weapon accuracy reduced from 26 to 15, missile range decreased from 600 to 200, missile cooldown decreased from 10 to 1 second, energy recharge decreased from 1 to 0, targeting speed decreased from 40 to 20, increased targeting time from 20 to 60
  25. Mission 6 added dialogue warning player about the Aquilifer, Mission 12 supply increased from 150 to 200
  26. Armiger primary weapon type changed from laser to firearm, changed weapon types from plasma for Missile Tower to explosive, Sensor Tower to no weapons, AML Tower to laser, Laser Tower to no weapons, Enemy Pelican to laser, Stormbreaker to none, Stormsunder to laser, Raven to laser, Desolator missile ammo increased from 100 to 200, changed missile spawn point pattern
  27. Added Disruption Field, Field names, timers, and sizes have been put into the field object, TNNP, smoke field fixed not inheriting the field draw event, smoke field set to have the field parent
  28. Ability tooltips now have two line breaks between the title and description, Ghost units and buildings now have their tooltips for abilities modified like other units, Ghost units now show their tooltips, Revenant now uses rebindable keys
  29. Fixed Stormsunder, Wraith 2, and Banshee not having a selected image, Finished Spectre selected image, made a selected image for drone units

19/6/17
v1.19

  1. Allies Sensor Tower now uses the selected image for the sensor tower instead of the tower image
  2. Missile Turret, Sprayer Turret, Scram Rail Gun, High Powered Beam Gun now become visible when activated by not allowing the Planning and Simulation rooms to set buildings in ambush, removed old ambush code from Laser Turret which might have been able to cause a crash
  3. [1.18b18 added Rammer plans]
  4. Finished Explorator, Sabotage Boat plans, fixed Reaper, Gunbarrow, Wingguard, and Pummeler plans having their images in the wrong order, fixed Rammer not having second glowing plans and added more detail to it
  5. Fixed fighter Selected Image being offset
  6. Laser turret now uses the order_attack function instead of just attacking, which makes its attack use accuracy and damage drop
  7. Standardised the bar drawn for ability timers under units with the draw_ability_timer_bar function
  8. Added a target unit image when selecting units for abilities
  9. Lowered weapon sounds volume from .25 to .1
  10. Unit targeted abilities now use the new target animation
  11. Missions 2 and 3 resources reward increased from 200 to 500
  12. Fixed Planning room showing Aircraft information for Battlecruisers and added Allies Battlecruiser descriptions.
  13. Moved the enemy unit style button in the Planning room down and to the right
  14. Added red text boxes, implemented it in the Planning room for enemy names
  15. Moved unit and building type buttons in the Planning room down and separated them
  16. Pushed unit buttons up in the Planning Room
  17. <!-- x-tinymce/html -->Seagull in game name fixed from "Seaghull", a<!-- x-tinymce/html -->dded 4 second delay time before Seagulls deploy units, added a UI image for transported units, moved down the text alert for spawned units
  18. Reduced rotational acceleration of Allies destroyers
  19. Added Squtarius to the Allies unit list (it existed before but wasn't on the list), made it a parent of enemy_units instead if player_units, fixed the flares ability not being set to target player missiles, fixed the Feeder Shield not having AI for enemy use
  20. Added a Sprayer Turret to the player starting units
  21. Fixed location of Beziers Air base in the Navigation room
  22. Mission 4 transport now enters the map, fixed triggers stopping after enemy units go online if you attack them before the dialogue has finished, and set evac to be only available after the dialogue had finished, fixed the beacon animation not moving
  23. Mission 6 now has its triggers restored, which were suppressed for testing purposes, fixed Pelicans not moving by setting them to go online
  24. Missile Turret fixed having the wrong unit number, so it was being treated as the laser turret, using its weapons and upgrades
  25. Mission 6 fixed Urdswan not being recognised if the DeGaulle had been destroyed, crashing the game.
  26. Images now use the apply_unit_stats function to fix them not having the right size for the box behind their names, added a set_unit_name_box_width function to set that separately for Mirage images. Images now for some reason do not appear any different even though they are using a blended colour, so the colour has been changed
  27. Added a dark version of the second map in mission 6, but not sure how to implement it
  28. Sprayer turret fixed using the second range variable as the length of the spray area (as it was originally intended to function) instead of being the max range, fixed Jammer Turret alternate weapon 1 range being 200 instead of 220, which was not the same as the ability's range
  29. Retreat order given to DeGaulle and Stormbreaker instead of giving it the retreat AI mode, and fixed the smoke missile being sent to non-relative coordinates, sending them far away, fixed Stormbreakers not being destroyed when they leave the map in
Version Updates- BMS v1.18

Version Updates- BMS v1.18

News

List of updates, fixes, and additions for each new version of BMS v1.18

Version Updates

Version Updates

News

List of updates, fixes, and additions for each new version of the game starting with version v1.17

Slizer BMS v1.17

Slizer BMS v1.17

News

Version v1.17 of Slizer Battle Management System is now available. This version was released a year after development of the game started, and features...

To Do List

To Do List

News

This list has features to be added and bugs to be fixed in the future

Add file RSS Files
SBMS v1.19

SBMS v1.19

Full Version

Slizer: Battle Management System v1.19 full release. "Read More" for available content in game and see the news section to see the most recent additions...

Slizer BMS v1.18b18

Slizer BMS v1.18b18

Full Version

Slizer Battle Management System v1.18b18, full game.

Slizer BMS v1.18b17

Slizer BMS v1.18b17

Full Version

Slizer Battle Management System v1.18b17 full updated standalone game. See details for available content in game and see the news section to see the most...

Comments
18ninjadog
18ninjadog

the the best strategy game ever! 10/10

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18ninjadog
18ninjadog

its a joke, i donset work

Reply Good karma Bad karma+1 vote
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Slizer Battle Management System
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