I think it's an interesting concept, and a not something that's really been explored a lot. RTS's are primarily about micro'ing (second to second positioning, attacking, etc) and macro'ing (minute by minute management of resources).
Here, I've tied the resources into the map (this idea that a wall of your hive is just an energy storage system). So as you need to activate special abilities, make more aliens, etc... you spend your resources and weaken your defenses simultaneously. The enemies don't spend as long in the maze coming towards, but your effectiveness to beat them is really ramped up.
Also, I think the RTS genre hasn't had a very "distilled" game in a long time. SCII really commands the market, besides the total war series, etc, but these are high high budget, expansive games. I really want to drill down on what makes an RTS an RTS and cut any unnecessary fat.
--
As for visuals, I really like the current style, but agree that it needs a big refresh. This week I'm implementing perks and passive/active abilities, but the next weeks after will be dedicated to visuals. I really need to add a lot to break up the monotony of the labyrinth, and increase visibility of enemies, etc.
Designing enemies for my new topdown RTS indie game, Hive Defender
Really focuses on *why* I did what I did, as opposed to just a list of what I did.
Includes 6 new enemy types, and a huge variety of basic functions such as extra damage for flanking, ability for enemies to communicate amongst one another for AI purposes, etc.
Hey guys! So for now, the basic game systems are coming along nicely.
I'm working on a PhD in physics though, so free-time is fairly limited. I can get about 10-15 hours of development in per week, although sometimes more depending on my schedule.
I try to release a devlog whenever something new or interesting happens (about once per week), or when I want to benchmark my progress or show off cool systems I'm happy with. My goals for the next one are fairly ambitious though, so it might be two weeks.
I think my biggest issue right now is drumming up interesting, marketing, and making polished youtube content. In particular, I'd love for you guys to check out the devlogs and help me figure out ways to improve the quality of my video content / the game in general. I don't have a ton of time per week to work on the videos given how limited my free-time is, and it's hard to justify 3 hours of video editing when I can only work 15 hours per week on the project. What are the best return-on-(time)-investments for making high quality videos to update friends, family, and fans about my progress and the game?
As of now, every major gameplay loop is implemented, and I'm gearing up for Steam's next fest.
Progression, tutorials, balance, customization, dynamic audio, etc... are all included, and feedback has been positive. Adding a few more visual customization options, and 2 more game types (endless and challenge), as well as focusing on balance and bug fixing.
Also, I've been accepted to join "The Game Incubator" here in sweden - the same one that brought out new hit titles like Valheim, and nursed Coffee Stain Studios into production (deep rock galactic, goat simulator). Very exciting!
Hive Defender is a fast-paced and frantic new take on real time tactics that combines elements of RTS and Tower Defense games - all inside a procedurally generated and fully destructible labyrinth.
Most Recent Devlog :
Detailed pitch :
Hive Defender is a fast-paced and frantic new take on real time tactics that combines elements of RTS and Tower Defense games - all inside a procedurally generated and fully destructible labyrinth.
Take control of an alien hive mind and defend your home from human invaders! Command multiple alien swarms simultaneously, unlock and activate special abilities, and team up with friends online to beat back those pesky humans!
New here. I made some games in high school back in the day, etc. (and even wrote a full 3D engine in ADA by hard porting over stuff from openGL), but never picked a project and brought it to completion.
Now I'm a bit more mature with the projects I work on, am doing a PhD in nonlinear / quantum optics, speak a few languages, have lived in 4 countries around the world, and in 22 days I'll have 6 years sober after battling opiate addiction for many years.
Here to learn from you guys and maybe contribute in any way I can.