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TIGSource ForumsCommunityDevLogsCowboy RTS game
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jO
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« Reply #100 on: August 20, 2013, 11:35:59 PM »

Oh my, this is getting better and better.
I'm having a really hard time making out the dots for the range, but then again this might work much better when things are in motion.
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doihaveto
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« Reply #101 on: August 21, 2013, 03:53:44 AM »

Adobe Scout is an amazing tool for finding code bottle necks, I recommend it. I've got the Nexus version running from about 17fps to now 25fps just by finding bad code bottle necks.

It really is! Makes profiling on mobile a breeze...
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ericmbernier
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« Reply #102 on: August 21, 2013, 06:48:19 AM »

I had fun clicking through all the posts and seeing the game's evolution. The art is looking really good! Posting to track.
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electrolyte
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« Reply #103 on: August 27, 2013, 08:09:57 AM »

Oh my, this is getting better and better.
I'm having a really hard time making out the dots for the range, but then again this might work much better when things are in motion.

Thanks, yeah I want to make them slowly rotate around. Also I'm thinking that if you have multiple units selected only one range should be shown really.

Been thinking it would be a good idea to have a 'technology' tree for buildings, so for example you have to have a worker tent before you can build Saloon's and workshops etc.
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electrolyte
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« Reply #104 on: August 28, 2013, 08:13:17 AM »

Well that was a surprise, Reprisal just got Green Lit  Smiley

Happy days dev booost  Tiger
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JobLeonard
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« Reply #105 on: August 29, 2013, 02:02:23 AM »

 Coffee cheers!
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electrolyte
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« Reply #106 on: December 20, 2013, 12:53:32 PM »

Well it's coming to the end of 2013, nearly a year ago I started this, but like all things stuff gets in the way like work. I'm going to pick it up again and try and finish it for 2014 :D In the mean time I've put some game play footage including sound here:





I really really want to finish it because the combination of RTS and Cowboys feels good! As soon as the Steam version of Reprisal is out the door this will be my next project. Hopefully next year is going to be a big year of releases as three games will finally (fingers crossed) see the end of their dev cycles, Battle Keep being another ... 4 years and counting!  Beer!
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jO
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« Reply #107 on: December 20, 2013, 01:02:04 PM »

That is a tremendously good looking state to finish the year!
We're looking forward to 2014 as well :-)
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JobLeonard
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« Reply #108 on: December 20, 2013, 02:53:36 PM »

Looks like it combines gameplay from C&C, Z and Dungeon Keeper  Kiss.

for those who don't remember Z, this is what I'm talking about:

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NoobsArePeople2
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« Reply #109 on: December 22, 2013, 10:57:45 AM »

Just saw this on the front page of indiegames.com. Looking great!
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electrolyte
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« Reply #110 on: February 05, 2014, 05:30:55 AM »

Hi all,

On this cold, wet, miserable afternoon here in London, I've just stuck the build into a public folder so it can be played 'As is'

Removed

If you choose 'Wastelands' that level will work.

- - - - - -

Why do this?

I'm sharing this link with you fellow TIG's to get feedback to see if this game has a future. I've never shared a build this unfinished or early before. It's so early it's not even a pre pre pre beta.

Just some things to be aware of, this build is the development build, its not finished, there are missing graphics, there are no instructions, there's debug text, there are probably millions of bugs, the game had been made with desktop delivery in mind so there maybe some load pauses ...  Wink

Thank you kindly
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Riho
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« Reply #111 on: February 05, 2014, 12:54:30 PM »

I love what you have so far - the graphics, the atmosphere, the music, etc. This is definitely something I'd play and enjoy when it's done.

Maybe you could give some pointers though? Is there a way to take over enemy spawns? What does the 40$ button do? And I couldn't figure out where to place mines.

One note - while playing I did keep wishing that the game had a two mouse button interface.
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Alec S.
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« Reply #112 on: February 05, 2014, 01:35:29 PM »

This is a great foundation so far.  Most things seem simple and easy to figure out, and it'll be interesting how they'll play out when more of the game is done.  I was also unable to figure out how to place mines.  One other thing that would be good would be for buildings to have mouse-over tool-tips so I can know what they do before I place them.  The art is great, and it's got some nice flair to it (like the character portraits showing up at the bottom of the screen)

Keep it up!   Beer!
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NoobsArePeople2
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« Reply #113 on: February 05, 2014, 02:01:46 PM »

The atmosphere is killer and the game is solid (overlooking the bugs and pre- pre- pre- pre-beta rough edges). The wild west/cowboys themes seems underepresented in video games so it feels really fresh.

All that said I'd like to see mechanics that line up with the setting like maybe once you get the town built up to a certain point you can build a sheriff who is a kind of hero character. Once you have the sheriff you can deputize your other units making them more powerful is some way. Maybe there are missions like busting cattle rustlers or developing oil fields. Right now it feels like the game could have a fantasy or sci-fi settings and nothing would really be different.

I'd definitely like to see this game developed further.
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eigenbom
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« Reply #114 on: February 05, 2014, 02:22:14 PM »

This is looking great, I'm interested to see how it develops. Pew pew!
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Konidias
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« Reply #115 on: February 05, 2014, 03:59:05 PM »

Really cool so far!

I think the enemies need some work though. It feels like there needs to be an enemy camp or something somewhere, because having them just emerge from holes is kind of odd. I'd like to overthrow a little camp too.... That would be fun. Smiley

I think ultimately it would be cool to have a really large map that's just the "world" and you build an entire town there, and you can expand it and improve it, etc. I think adding in rail tracks for trains/mine carts would be awesome too.

Definitely more buildings to generate money like a Saloon/Brothel/General Store. Would be fun to see some horses as well...

I could go on and on but I'm sure you have plenty of plans... This is just a really early build afterall. I can't wait to see this game finished! So far it's fun to play even without instructions or all the graphics, so that's a good sign.
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Udderdude
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« Reply #116 on: February 05, 2014, 04:06:40 PM »

It's already better than EA's mobile version of Dungeon Keeper :3
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oodavid
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« Reply #117 on: February 05, 2014, 04:25:32 PM »

This is splendid, my only core usability issue was with panning; mouse-scrolling and shift+scrolling would be useful. Is the map dragging inverted from the "norm" or am I being thick?
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Konidias
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« Reply #118 on: February 05, 2014, 04:47:14 PM »

This is splendid, my only core usability issue was with panning; mouse-scrolling and shift+scrolling would be useful. Is the map dragging inverted from the "norm" or am I being thick?
Agreed, map scrolling was a chore. Something a bit speedier/smoother would be fine by me... mouse dragging would be excellent though.
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JobLeonard
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« Reply #119 on: February 06, 2014, 03:18:42 AM »

As soon as I build anything I get swamped by enemies - is that supposed to happen?
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