mochorock
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« on: February 24, 2015, 08:50:27 AM » |
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BiteSizeWars is a small-scale RTS game with 5-minute matches and online multiplayer support. In this game you gather resources, build units, upgrade them -- and then smash your way through the opponents forces. The goal of the game is to eliminate all enemy units and capture their base. Plan your attacks, exercise full control over the tide of battle with control groups and intuitive RTS controls, up your rank and send the enemies back to where they came from... And let’s be honest, that is probably the same place you came from. Being a fast-paced game, online multiplayer functionality is specifically designed to be as smooth and fair as possible to all players. At the moment we have a Windows build of the game with an online 2-player mode fully functional and ready for early access. In the future we plan to introduce the following features: - Lobby, Match-making and ranked matches.
- Map detailing for more maps.
- Support for larger maps and matches with up to 8 players (for maximum havoc).
- Map-making and modding functionality (with Steam Workshop integration).
- Mac and Linux support.
We are already on steam! But you can track the game in there:) Videoshttp://www.youtube.com/embed/HalPtlcllms?wmode=transparent Twitter: @NsoRitchie Contact: [email protected]Facebook: https://www.facebook.com/bitesizewars?ref=aymt_homepage_panelThanks for watching!
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« Last Edit: March 12, 2015, 06:53:45 PM by mochorock »
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_bm
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« Reply #1 on: February 24, 2015, 09:27:14 AM » |
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Looks fun!
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YellowAfterlife
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« Reply #2 on: February 24, 2015, 12:41:49 PM » |
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Hey, game's programmer here. I was going to make a topic here later today, so first post is now updated with some juicier GIFs. On the level editor, it is still in the works, but here's how the things look so far (chronologically): You can paint terrain tiles on layers to produce variety of scenery. There's also auto-tiling for painting terrain faster. Objects and decorations can be placed as well (with their own rules). ... and you can edit&test maps together in multiplayer. Should be very convenient. Currently adding "path map" support for terrain tiles and decorations to ensure that no one would have to paint terrain collision maps manually. Will post more GIFs/screenshots when that's done or there are more things to show.
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happymonster
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« Reply #3 on: February 24, 2015, 01:09:41 PM » |
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The level editor looks great.
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dittomat
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« Reply #4 on: February 24, 2015, 01:41:13 PM » |
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Really interested in where this is going! Love the idea of focusing on short 5 minute matches! Keep it up! :D
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yo. @dittomat
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YellowAfterlife
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« Reply #5 on: February 25, 2015, 02:37:33 PM » |
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Really interested in where this is going! Love the idea of focusing on short 5 minute matches! Keep it up! :D
Thanks! The level editor looks great. Thanks! Actively working on it, both for own and player' convenience. Finished that automatic collision map generation today. The thing is pretty smart and considers things like cutting through the hill edge when you connect a bridge to it. If all goes as expected, the first public version will have both a small campaign and a fully functional level editor in it.
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mochorock
Level 0
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« Reply #6 on: February 27, 2015, 06:04:52 PM » |
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I made a scenario with the map editor. Hope you like it! Vadim will hate me xD
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« Last Edit: February 27, 2015, 06:51:22 PM by mochorock »
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YellowAfterlife
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« Reply #7 on: March 01, 2015, 02:52:17 PM » |
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I've spent the last few days working on the invisible technical aspects of the game (mostly networking protocol), but there's also a distinct small thing worth showcasing: This is a demo of game's scripting language in action. Generally alike to GameMaker's GML itself, but with slightly more error checking, some additional syntax structures, and, well, live scripting opportunities. I'll be posting more about it in the next few days.
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« Last Edit: March 01, 2015, 03:26:36 PM by YellowAfterlife »
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blekdar
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« Reply #8 on: March 01, 2015, 03:23:51 PM » |
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Oh damn. I like the looks of this.
How much variety is there going to be unit-wise? I can't imagine anything starcraft like, but something like a basic rock paper scissors set-up?
Any planned platforms other than pc? Looks like this would work well on tablets (or big phones).
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Pezomi
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« Reply #9 on: March 02, 2015, 01:32:17 AM » |
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This looks so good! I love how the fights look like how the fights look like they are almost just melting into each other! haha. I can't wait to play this! Great work man!
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Green Gospod
Level 1
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« Reply #10 on: March 02, 2015, 05:10:34 AM » |
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Sweeeet! Though, are the damage numbers necessary? I don't see what they add to the game, if anything they only cover up all the bashing.
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YellowAfterlife
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« Reply #11 on: March 02, 2015, 05:26:11 AM » |
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This looks so good! I love how the fights look like how the fights look like they are almost just melting into each other! haha. I can't wait to play this! Great work man! Thanks! Sweeeet! Though, are the damage numbers necessary? I don't see what they add to the game, if anything they only cover up all the bashing. Thanks! Damage numbers will be possible to disable in options. We are still exploring what can be done with this and may introduce number stacking (per unit) as a third option. Oh damn. I like the looks of this.
How much variety is there going to be unit-wise? I can't imagine anything starcraft like, but something like a basic rock paper scissors set-up?
Any planned platforms other than pc? Looks like this would work well on tablets (or big phones).
Thanks! There are currently (as seen on GIFs and trailer) 9 unit types - workers, 2 melee units, 2 ranged units, 2 magic units, support (healer), and towers (high health, ranged attacks). It will be also possible to define custom units in user-created maps (UI can fit 12 icons before we'd have to implement categories). As per platforms, we're aiming for PC first, and will look into mobile afterwards - networking architecture has to be made much more carefully to work well with the vastly varying delays and speeds that can be found on mobile.
Also, here are two more GIFs of the scripting language: Non-standard language elements (inline if / ternary operator) A more appropriate use for live scripting (previewing changes of constants)
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RujiK
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« Reply #12 on: March 02, 2015, 06:24:45 AM » |
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I like the pixel art! Also I notice on the bridge the sides tint red like its declared solid. Does this mean you can only go over bridges and not under?
Also for your tiles, does ever tile have custom transitions to match every other tile? That would be a lot of transition tiles.
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AwkwardKnightGames
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« Reply #13 on: March 02, 2015, 09:50:35 AM » |
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The level editor looks amazing. Will you also be adding in a single player vs AI or will the game be entirely online matches? Keep up the work
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YellowAfterlife
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« Reply #14 on: March 02, 2015, 11:40:24 AM » |
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I like the pixel art! Also I notice on the bridge the sides tint red like its declared solid. Does this mean you can only go over bridges and not under?
Also for your tiles, does ever tile have custom transitions to match every other tile? That would be a lot of transition tiles.
Thanks! On bridges, the collision map is kept two-dimensional for technical reasons - terrain is always drawn first, and game objects (decorations, units) are sorted and drawn on top. Might introduce some "portal" system to link parts of map (e.g. sides of bridge) together later. On tiles, they are primarily overlaid over other tiles (you can see it on the first GIF in my first response here). Exceptions are being made for specific situations (like cliffs with water) to avoid transitions looking lame. The level editor looks amazing. Will you also be adding in a single player vs AI or will the game be entirely online matches? Keep up the work Thanks! We are aiming to have a single-player campaign (including a tutorial) for the early access release (it is understandable that there has to be some value in the game aside of online multiplayer). Will be looking into adding an AI for skirmish maps later - a good RTS AI can be a tricky topic, especially if you want to increase difficulty through advantage in tactics rather than giving AI additional resources.
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Rebusmind
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« Reply #15 on: March 02, 2015, 12:49:00 PM » |
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Nice to see a devlog by YellowAfterlife here, I expect great things from you (and what I've seen so far looks promising).
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YellowAfterlife
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« Reply #16 on: March 02, 2015, 04:53:17 PM » |
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Nice to see a devlog by YellowAfterlife here, I expect great things from you (and what I've seen so far looks promising). Thanks! I hope it'll live up to (and maybe past) expectations
On progress, here's a brief introduction to the variety of compile-time errors in game's scripting language: (bonus points if you can tell, which of the errors is not caught by GameMaker itself compile-time)
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mochorock
Level 0
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« Reply #17 on: March 06, 2015, 11:49:04 AM » |
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Big announcement, we are on Steam . If you like this game you can add the game to favs and follow it on steam. Thanks a lot !
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Green Gospod
Level 1
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« Reply #18 on: March 06, 2015, 12:27:44 PM » |
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Woah, that is freaking awesome! Mind sharing how do you do live scripting in GMS? And the map editor? Are these two things separate programs you scripted in GMS and are now using for map editor and live scripting, or did you make them in another language, or how does it work? I've been using GM:S for two years now and both of these things would come really really in handy, so I'd like to learn how I could use them myself?
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YellowAfterlife
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« Reply #19 on: March 07, 2015, 07:52:50 AM » |
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Woah, that is freaking awesome! Mind sharing how do you do live scripting in GMS? And the map editor? Are these two things separate programs you scripted in GMS and are now using for map editor and live scripting, or did you make them in another language, or how does it work? I've been using GM:S for two years now and both of these things would come really really in handy, so I'd like to learn how I could use them myself? Thanks! Editor is written in GML and shares a fair of code with the game itself (essentially it works as a "mod" over the base game). Live-scripting is written in Haxe and converted into GML (I also have a Haxe->GML transpiler in the works). This allows to write the required [rather structurally complicated] code while retaining sanity. I may release it separately for use in people' projects when it will be feature-complete.
Meanwhile slowly working on a new progress post. Also added zooming to level editor and some other small details.
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