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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Proto-RTS
WARNING: you'll need LÖVE to play it, I'll bind the binaries to it for windows later but for now it'll be easier to point you to the 3MB download and let you run the .love yourself. Code: HAVE YOU EVER WANTED TO PLAY A GAME WITH THESE BUZZWORD FEATURES: PROCEDURALLY GENERATED TERRAIN, INCLUDING VARIOUS BIOMES AND TOPOLOGICAL FEATURES: INFINITE REPLAYABILITY AT THE TOUCH OF THE F3 KEY! SANDBOX GAMEPLAY: ALL TEAMS ARE CONTROLLABLE AT ALL TIMES! CUT YOUR LOSSES AND DITCH THE LOSING TEAM! MACROMANAGEMENT CONTROL SYSTEM: PREVENTS YOU FROM THINKING ABOUT THE LITTLE THINGS, LETTING YOU FOCUS ON YOUR STRATEGY! OR: POUND THAT "CUT WOOD" ORDER UNTIL THEY ALL STARVE! CHARMING PIXEL GRAPHICS! WHO NEEDS FANCY 3D? IN 2010, ISOMETRIC IS WHERE IT'S AT! HORRIBLY LIMITED 32COLOUR PALETTE! WHY HAVE INTELLIGENT HUE RAMPS WHEN YOU CAN HAVE 8 SHADES OF GREEN, OR 12 OF BROWN? INTELLIGENT THREAT HIGHLIGHTING: DRAW YOUR ENEMIES IN RED SO YOU KNOW THEY MIGHT HURT YOU!
IF SO, PROTORTS MIGHT BE FOR YOU! ProtoRTS is a game of mine, an experiment in procedural generation (the landscape) and macromanagement (the AI and the input system work like this). Lots of things need tweaking, there are bugs to iron out, but I'd like some feedback and some testing. Make sure to read the readme, there's a lot of keys. I'm off to school now, tell me what you think. It's an acceptable timewaster. Currently, there's a few bugs I'm aware of, but I'm sure you'll find more. Keen for some comments.
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Tue Jun 08, 2010 10:02 pm |
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alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
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Re: Proto-RTS
This game looks very pretty, and the Isometric landscape is quite good. I like just watchingthings happen, because I have no ♥♥♥♥ clue how to play. I read the readme, but the buttons don't seem to do anything It's probably just me though.
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Tue Jun 08, 2010 11:43 pm |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Proto-RTS
Geti, you're a genius. However, LÖVE's accent symbol scares me from downloading it for some reason. The sooner you fix/whatever the dependancy, the better... It looks awesome. The tiles are placed a little spastically though, probably a result of the procedural generation. If you need help with any art aspects, which I doubt you will, I can help.
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Wed Jun 09, 2010 12:35 am |
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alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
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Re: Proto-RTS
Actually, I just DL'd Love, and it works like a charm. I don't know anything else that uses it, but this is reason enough.
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Wed Jun 09, 2010 12:44 am |
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hax
Joined: Tue Aug 11, 2009 2:42 am Posts: 321 Location: On an iceberg typing away...
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Re: Proto-RTS
Right now I wish I had enough money to get a newer computer, cuz that game looks fun to play.
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Wed Jun 09, 2010 12:46 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Proto-RTS
How do I tell which team is which? You've got those flags up there on the town towers, why not colorize them and make team identities a little more intuitive?
A re-center camera button would be nice, or a limit to camera movement outside the terrain.
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Wed Jun 09, 2010 1:42 am |
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Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
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Re: Proto-RTS
And maybe some performance improvements. The concept is very interesting, but the game runs really slow on my system.
A++ on the art, though.
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Wed Jun 09, 2010 1:46 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Proto-RTS
Azukki wrote: How do I tell which team is which? You've got those flags up there on the town towers, why not colorize them and make team identities a little more intuitive? A re-center camera button would be nice, or a limit to camera movement outside the terrain. Updated with bounds locking on the camera. I'll try to do the flag colours tonight, I had that idea a while ago but I'd neglected it. For now, your team is the team that isn't highlighted red the whole time. You'll definitely notice the change when you hit e and q. Areku wrote: And maybe some performance improvements. The concept is very interesting, but the game runs really slow on my system. A++ on the art, though. Did you up the timescale? 1x is very slow (1 game hour per second), intended more for setting up your order queue early game than actually playing. I'm running it on a pentium M (1.8GHz) and can get it to 4x without it desyncing me (I'll put in an option to turn of desyncs next version for those of you crazies who want to run 128+ hours per update, I've got other things to do now) which isn't too bad. On my main box on a larger map (I'll try to get a setting for that happening soon, maybe as a config file, maybe as an in-game option, depends how much code re-arranging I feel like doing) I can get 16x-32x when there's less than 40 units on the map. There's a lot of optimising to do, but it shouldn't run too slow.. CrazyMLC wrote: Geti, you're a genius. However, LÖVE's accent symbol scares me from downloading it for some reason. The sooner you fix/whatever the dependancy, the better... It looks awesome. The tiles are placed a little spastically though, probably a result of the procedural generation. If you need help with any art aspects, which I doubt you will, I can help. Thank you Don't worry about LÖVE, it's not malware of any form, just a framework. the closest I'll get to "removing" the dependency will be binding the game and the binary together, but that'll bump the download to 3+MB each update, so I'll do it once I've got this to v1.0, anything past that will likely be in a few years ported to flash, the code behind this is horrible. I just want to get this to a playable point. On that note, what would you feel was a suitable buff from ingesting the minerals on the map. I'm dropping the original idea of various factions and giving everyone the same abilities, so these guys will be eartheater plains-people. I'm currently thinking a major strength and possibly minor aggressiveness buff would be fitting, but I'd like input.
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Wed Jun 09, 2010 5:27 am |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: Proto-RTS
That looks absolutely delicious. I want to gorge myself on that screenshot.
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Wed Jun 09, 2010 5:33 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Proto-RTS
I had no idea what I was doing, but it looked pretty cool. Then I flew away into the distance at 460 fps and got lost.
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Wed Jun 09, 2010 6:34 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Proto-RTS
whitty wrote: I had no idea what I was doing, but it looked pretty cool. Then I flew away into the distance at 460 fps and got lost. This should be fixed in the new version are you sure you got it?
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Wed Jun 09, 2010 7:15 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Proto-RTS
Wait, there's a new version?
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Wed Jun 09, 2010 11:33 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Proto-RTS
I updated the drop this morning adding that in. Re-download and try? New version should lock the bounds..
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Wed Jun 09, 2010 11:38 am |
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Culthero
Joined: Thu Mar 04, 2010 9:07 pm Posts: 126 Location: Turkey
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Re: Proto-RTS
It looks really cute... and isometric. I LOVE ISOMETRIC!..games. I love isom... (loop)
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Wed Jun 09, 2010 12:51 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Proto-RTS
added a version with embedded windows binaries for the lazy ones out there same drop : http://drop.io/tr0fk4dalso fixed a small bug
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Sat Jun 12, 2010 7:04 am |
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