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TIGSource ForumsDeveloperPlaytestingRTS Hand of Light Dev Blog + Builds
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Author Topic: RTS Hand of Light Dev Blog + Builds  (Read 291 times)
iamrlews
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« on: April 14, 2024, 06:45:14 PM »

Have 2 weeks of dev blogs to post, had some forum issues

[Week 1]
This is the first devblog post for our unit-focused RTS, Hand of Light. We have moved past initial stages prototyping our backend, and are expanding into a full game.

This week, we wanted to move beyond basic RTS control and begin implementing interesting decisions for players to make. We added a unit that can teleport other units to its location, and implemented higher and low ground terrain. Additionally, we refined the unit AI, and made a large amount of progress in visuals, theming and juice.

Adding a unit with an active ability allowed us to force the player to make more creative choices. Movement based abilities fit well with various kinds of RTS balance, since they don’t deal damage, instead can only ever offer a support role. Implementing more complex terrain enhances the value of this unit and the decisions that can be made with it. In the future we intend to add at least one more unit with active abilities, and to implement further limitations to play knowledge with fog of war.

[Week 2]
This week, we expanded on the basic levels and unit design that was introduced the week before, trying to explore the implications of some of the game’s mechanics. We aimed to include a lot more content, to allow players to discover things on their own as the game progresses. We added another spell caster that can blind enemy ranged units, created more complex terrain using PolyBrush, and had major updates to the UI. Additionally, we implemented the classic RTS mechanic of Fog of War.

Implementing a new spell caster that disables units allowed for more possibilities in level design, such as including units that couldn’t be killed, and must be blinded and run past. The addition of more levels also allowed the creation of more dialogue which can form a longer narrative. In the next week, we intend to do further passes on polish, aesthetics, and cohesiveness.

Alpha(beta coming soon!)
https://drive.google.com/drive/folders/1ybjtvUB4RKWBYlvFYjL4fYsh-DSz74oJ?usp=drive_link



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iamrlews
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« Reply #1 on: April 21, 2024, 12:35:11 PM »

[Devblog Week 3]
This week, we wanted to polish up our game for the upcoming public showcase. Following playtest feedback, we tried to streamline some guidance for individual levels that were unclear, and adjust difficulty. Additionally, we aimed to improve small visual bugs and make the overall game’s theming and visuals better. Dialogue and level ordering was also changed to try to be more cohesive within a story, while not boring players.

The effect of these changes will hopefully smooth the rest of the player experience, and allow them to focus on the mechanics and decision making, and not get inhibited by dialogue or poor guidance.
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jbarrios
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« Reply #2 on: May 01, 2024, 09:05:27 PM »

Hey iamrlews,

I tried your game.

I don't have many comments because the whole game felt like a tutorial.

I like the art style.

I like the tactical game play.  The idea of putting the ranged fighter on high ground is very cool.

It would be nice if the text boxes were controlled by the player in case someone is a slow reader.

On the mission where you flank the enemy with teleportation a handful of the enemies didn't fight back, they just stood still.

This is looking good.  It's been a while since I've seen a strategy game.
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