I get thee SOTN vibe when I look at this. Great art!
Animation looks fluid too from what I can see. Can't wait to see this in action.
Let me know if you need a hand :)
I get thee SOTN vibe when I look at this. Great art!
Animation looks fluid too from what I can see. Can't wait to see this in action.
Let me know if you need a hand :)
Hey thanks!
Hopefully it will. We've even started a spinoff arcade-ish game based on it!
I appreciate your dedication.
Trying to do something similar, hopefully it won't take ME 13 god-damned years!
I don't think that's the intent. This game differs from the competition because its an advanced rendition of LEGO. It's very fun to craft things (and volumetric destruction is an added plus). That being said, if any accent is given to combat, it should be PVP, so that people get to compare their creations.
In other words, its more interesting to compare how the creations behave than compare the piloting skills of players.
At least, that's my understanding of the brand.
I'm all in for this game.
You've inspired me to do this:
Indiedb.com
I was a fan of the first CreeperWorld, but there's one thing I'd like to see adressed in this installment...
Once you "know" you'll win, the game becomes a slow crawl where you slowly move your towers along your network to isolate the creep and meet your objectives.
I wish the game put more emphasis on the early struggle, and less on the slow ending (that isn't as exciting).
That would be a real-time 4X game, correct? (using Star Wars' ships)
Thanks for watching Grand strategy: space war.
I will try not to disappoint!
Hey thanks for watching Grand strategy: Space War!
Ill try not to disappoint!
hey. Thanks for the watch on Grand Strategy: Space War!
Thanks for tracking Grand Strategy: Space War!
Looks like we are building a similar game! Best of luck with this!
Gracias for the tracking on Grand Strategy: Space War!
How should the AI respond to 'being in firing range'
The prototype assumes specific AIs for movement and attack. The basic AI right now is to move until one weapon is in range of the closest enemy, and fire (idle).
Ships will be equipped with more than one weapon (each with varying ranges).
A few 'sketches' of what I thought could work well:
•As long as a ship is not within range / is not the current target of any other ship, it will stop moving as soon as at least 1 weapon is in firing range. This allows 'artillery-type' ships to take full advantage of their attack range without moving closer and endanger themselves.
•As soon as a ship is the target of another ship and is being fired at, it seeks to move as close as its 'shortest ranged' weapon. The idea is to have it perform its optimal amount of damage.
•Once all of its weapons are in firing range, it assumes a 'circular orbit' around the target. This avoids fire from 'other' enemies that might seek to acquire it and minimizes the chances of 2v1s. It's also a good way to avoid ships stopping to move for no apparent reason, which doesn't look very exciting.
Thanks!
This module is named Combat Playback which displays the outcome of AI-generated combat. I've reached a point where I need honest feedback on it.
Should there be more AI types?
Ships automatically acquire a target that is always the 'nearest enemy ship'. Should I have ships target the 'weakest', or retain their target until it is dead?
How should I attribute an AI to a ship?
Here's a few options I've got right now:
A - Contextual: the ship tries to evaluate what should be done, and assigns itself a 'role' in this battle.
Pros: This could lead to 'intelligent' decision-making
Cons: This could easily lead to very dumb decision-making, and would require a lot more effort
B - Ship-centric: When choosing what ship to build in the game, it also states its 'AI pattern' (aka how the ship behaves)
Pros: Clean, easy, and recognizable by the player.
Cons: Very limitating, and some player choices could be considered 'bad'.
orymus
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