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Why am I creating a replay system? Dive into this week's Assembly RTS updates, the physics-based strategy game!

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Welcome to this week's devlog for Assembly RTS, the physics-based real-time strategy game!

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The Replay System

As I gear up for the Steam page, I've been diligently working on a replay system. This feature isn't just for the players; it's going to be instrumental in creating the required screenshots and the cinematic teaser trailer. This devlog is going to get a bit technical!

Venturing into Singleplayer and AI

Until this point my focus has been primarily on the multiplayer experience. The next logical step was to get basic singleplayer functionality up and running before body-slamming the replay-related features.

While I was at it I also included some spicy code for AI players.
AI players will be an essential part of singleplayer matches and an optional pinch of salt in multiplayer games.

The AI in Assembly RTS is deterministic, ensuring consistency. In simpler terms, given the same set of conditions, the AI will unvariangly make the same decisions.
As a result, AI player choices don't even have to be synced over the network.

green boi smol smol smol


With AI players being deterministic, recording replays becomes a streamlined process. I only need to capture the inputs of real players, leading to compact replay files. Efficient, isn't it? 🧐

What's Next on the Horizon?

Stay tuned as I refine the logic for recording and playing back replays.
Every update gets us one step closer to the finish line!

Don't forget to follow the development here on IndieDB! Hit that follow button!


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You can check out my progress on Twitter and YouTube as well!


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Hi

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ApornasPlanet
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Cheers!

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Hey ya!

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FlightFight Author
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Heya 👋

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