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TIGSource ForumsCommunityDevLogsRadio Commander (innovative RTS) RELEASED
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braaaur
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« on: September 25, 2018, 12:48:36 AM »

Radio Commander




WEB (PRESS): radiocommander.net/
TWITTER: twitter.com/CommanderRadio
FACEBOOK: facebook.com/RadioCommander/
STEAM: store.steampowered.com/app/871530/Radio_Commander/
DISCORD: Radio Commanders

Release date: October 10th, 2019 (Steam)






Radio Commander DLC - Squad Management will be released in April 2020!

Hello TIG!

We proudly announce that the first Radio Commander DLC - Squad Management will be released in April 2020!

https://store.steampowered.com/app/1208880/Radio_Commander_Squad_Management/

It is quite a big expansion as your men will gain experience and perks (positive and negative) that will influence their stats. You will be able to promote, enlist and discharge soldiers of the Baker Company. You will also get access to your subordinates’ stories and backgrounds from an illustrated glossary.

Get closer to your men and make the Vietnam War even more personal!

BR!
Jacob


Radio Commander is released now!

Hello, Radio Commanders!

Today is the big day!

Radio Commander released on October 10th, 2019 @ 9:00am PDT.

Once again, thank you very, very much! You made it real.


BR!
Jacob


Radio Commander Kickstarter Campaign ended successfully! 286%, 1348 backers!

We want to thank everybody, from the bottom of our heart. Radio Commander will be the best game it could be thanks to you. Veteran Mode, Story Mode, Replays and Voice Recognition were all unlocked!. Additionally, we have decided to pitch in our personal contribution unlocking the next stretch goal: Editor & Sandbox Mode!

About our game

Radio Commander is a strategy game based on one crucial idea - the player uses only a radio to command his troops on the battlefield.

In Radio Commander, the player is not an invisible being hovering over the battlefield, but rather a real military commander that carries a heavy burden of coordinating military operations. Player here is involved in a decision making process much more realistic than those pictured by casual RTS.

The game is set during the Vietnam War and focused on military simulation and a narrative driven experience. The main game scenario doesn't avoid difficult issues of civilians trapped in the theater of action, shady CIA operations, racism, and cynical political pressures.



Key features

- Radio Commander offers a unique* experience as the player gives orders and tracks the situation based on radio reports only.
- Intriguing campaign story about soldiers and their commander, trapped in the middle of bloody, chaotic, morally ambiguous Vietnam conflict.
- Complex simulation (e.g. various terrain modificators, unit statistics, combat maneuvers etc.).
- During each mission the player has to make crucial choices and then face their outcome.

*not so unique since now I know there is Radio General Smiley

Other features

- 9 campaign missions (every mission is possible to complete in several different ways).
- 15 units types, including: infantry, evac choppers, gunships, field artillery, aerial reconnaissance, armored personnel carriers M113, and napalm-carrying F4 Phantom jets.
- Full voice over.
- Over 200 dialogue blocks, used to construct radio messages.
- Over 600 story dialogues between units and the commander.

YouTubers coverage





https://www.youtube.com/watch?v=Cq2LiFpcCGU

https://www.youtube.com/watch?v=XLMUo3bLLJA

Roadmap







DevLog 0

Hi guys! My name is Jakub and I will try to post here regularly Smiley

We are a small team of 4 people:
-me: team leader, programmer, designer
-Katarzyna Haptaś: 2D art designer
-Grzegorz Michalak: sound designer, VO coordinator
-Tomasz Pstrągowski: writer

There are also some external contractors involved (3D graphics, VO, etc.).

The game is being founded by Games Operators who are basically responsible for developing the game 911 Operator. However, the budget is very limited, so it's still more an indie project than some big venture.

It's my first public and commercial project, so I'm very excited about it Smiley


Cheers!  Beer!
« Last Edit: January 22, 2020, 11:37:06 AM by braaaur » Logged

tai
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« Reply #1 on: September 25, 2018, 01:06:47 AM »

I didn't expect it to be my type of games, but you got me curious right now Smiley

Fingers crossed, guys!
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braaaur
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« Reply #2 on: September 25, 2018, 01:09:31 AM »

I've just found that Foolish Mortals are developing similar project Radio General Smiley Best luck for them and I hope that we can learn from each other Beer!
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braaaur
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« Reply #3 on: September 25, 2018, 10:38:19 AM »

Wow, I'm very impressed with the polish of your visuals (far nicer than mine)! Seeing the base, and the smooth pulling up of the radio receiver is super neat!

Looking forward to seeing more updates, especially about how you control your units.

I have never been a big fan of fancy graphics myself, but my publisher insist on a certain level of graphical fidelity, so I did.

Ok, next time I will try to tackle the unit control issues Smiley
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Devilkay
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Hi! First game-dev experience!


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« Reply #4 on: September 25, 2018, 11:08:04 PM »

original idea!
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braaaur
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« Reply #5 on: September 27, 2018, 01:11:43 AM »

DevLog 1

Engine, general approach, assets, plugins, etc.

Hi guys! This is first time I do dev log, but I'll try my best.

Engine/coding

1. Unity (started in 2017.2, now 2018.2, I always try to update the project to the newest version of Unity, even if sometimes it requires same bug fixing in shaders and scripts). I'm using Plus, but I believe I could do all I need in Personal.

2. C# scripts > Component-based architecture (I strongly recommend that and IMHO it is far more flexible and robust approach than classic OOP with all inheritance problems)

3. I really try to keep my code S.O.L.I.D (especially when it comes to single responsibility principle - for example I have a UnitController script, but if it is a flying unit it also has HeliUnitController, if it is also a transport unit it has TransportUnitController etc.)





4. I use a lot of scriptable objects, not only to keep some data in them, but also to use my "own" event system. Thanks to that I can avoid many singletons in my code and be able to control objects on different scenes effectively (I extended it with some data pass functions - ints, strings etc.)





5. Multi-Scene editing and running (I'm still not sure if it is a good idea, but it keeps my project more flexible in making changes or testing, for example I can work only on a scene that contains decorations or only on a scene that contains the exact mission. On the other hand, there are some issues with lightning in Unity using multi-scene approach).

6. git on Bitbucket via SourceTree for version controll with LFS


Assets

7. A* Pathfinding Project (Arongranberg.com) that is how I move my units, albo using special areas for pathfinding. I use a free version since is more than sufficient for me.

8. Timelines (I know that this is not a separate asset anymore, but still is very helpful in any cutscenes, enviroment animations etc.)

9. Cinemachine (It is a really great asset, I really recommend it when you need to have some camera transitions etc.)

10. DOTween (HOTween v2) - I'm only using it in some text effects (typewriter effect)

11. Free Draw for drawing on my maps (https://assetstore.unity.com/packages/tools/painting/free-draw-simple-drawing-on-sprites-2d-textures-113131)

12. Volumetric lightning (https://www.youtube.com/watch?v=H5v_X1k02U0)

13. Postprocessing 2 (very powerful tool when it comes to aesthetics - best time to effect ratio from all measures IMHO)

14. A lot of 3D assets for world building (game setting it vary generic and it is good because I can get a lot of good quality models for military objects, vehicles, etc.). The most important from a technical point of view:
-https://assetstore.unity.com/packages/tools/particles-effects/enviro-sky-and-weather-33963


My own systems (more a list than detailed explanation)

15. Custom config controller (all settings kept in scriptable objects and saved/loaded to config file, I'm not using player prefs)

16. Custom input (key bindings, etc.)

17. Custom saving/loading system (saves class with some lists of object properties binary serialized to a file)

18. Program controllers: loading multiple scenes, missions, progress etc.

19. AudioController (all voice overs) +audio mixers system with several snapshots etc.

20. TimeController (time compression etc.)

21. Custom timelines driver (manually updating any active timeline to current game time lapse)

22. All GUI controllers

23. Map camera controller (dragging, zooming, WSAD movement, limits, etc.)

24. Core game mechanics: AetherController (orders and other comms in and out, with some advanced queuing), RadioOperatorController (on units), RadioController (player) ; UnitController, HeliUnitController, TransportUnitController, TransportableUnitController, WalkUnitController, MedicUnitController, ArtilleryUnitController, AirForceUnitController, BaseController, Fuel/StaminaUnitControllers, AIController (all the sim aspects); MissionController, EventController, ObjectiveController, WaypointController, SummaryController (story and gameplay); DialogController, DialogOptionController etc. (custom dialog system); MapController, MapObjectController (map, decals, tokens, movement, editing, etc.)

25. Tutorial system (tips can be switched manually or triggered automatically by events)

26. ReplayController (under development)

27. HandsController (all the animations of Commander's hands and earphone)

28. MissionEditorController (under development)

29. AnalyticsController (my interface for google analytics tool)

30. VoiceRecognitionController (quite simple and yet robust approach using Microsoft API)

31. GraphicSettingsController (under development - I have an idea to activate/deactivate objects on the scene depends on current detail lvl selected in options)

32. Like a million other scripts and systems Tongue

Graphics

I'm more a programmer than a graphic specialist, but here is what I know so far (I'm still learning):

33. Forward rendering (I tried deferred rendering and I was not satisfied)

34. Realtime lightning (I think that there is no option to bake light when you have day/night cycle, there is an option to mix those approaches but I haven't tried yet)

35. A lot of LOD groups (almost every object in the scene)

36. Billboard renderers on far distance

37. CombineMeshes - it works somehow, but there is al little control over it IMHO

38. Texture atlases - (under development... but they should reduce the number of draw calls)

39. Static batching - a lot of object in my scene is set to static, so I believe that I have saved some calls.

40. All other settings depends on current quality lvl


Uf... Smiley That's all for now. I hope that it gives you anything interesting to consider or search deeper.

If you have any questions I will do my best to answer them.

Cheers!  Beer!
« Last Edit: September 27, 2018, 01:27:58 AM by braaaur » Logged

braaaur
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« Reply #6 on: October 23, 2018, 11:43:09 PM »

Hi guys!

Lately I've been quite busy preparing our booth for Poznań Game Arena (the largest computer games and multimedia entertainment fair in Poland as well as one of the biggest shows in Europe).

There was a playable demo of the game available, some cool military stuff to play etc... so.. hell a lot of work Wink

Second thing, my publisher company pushes me to boost game graphics, because they want to prepare a new trailer for crowdfunding purposes.

I did what I could and here the effects:






What do you think about that, I mean, is the game like Radio Commander rally expected to has high level graphics? Smiley

Any tips what could be done better in terms of graphics?


Cheers!
 Beer!
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« Reply #7 on: October 24, 2018, 05:21:30 AM »

Hey games looking cool (though it's bizarre that there's two of this type of game at the same time, that does seem to happen in the industry quite a lot).

Regarding the graphics and whether people really expect it. I personally think you've done a great job on the board and the hand and the desk/hanging maps but the quality of the rest of it dips in comparison.

You could probably get a really nice effect by simply focusing on makeing the props on the desk looking nice and not letting the camera leave that shot. A really, really good example of this is Stories Untold:


That's literally all you see all game, and yet they tell a very compelling horror story and really make you feel like you're there. Your original gif with the base in the background and the desk did exactly the same for me, and I thought it was great.

I say stick with your gut and focus on making that desk shot engaging using sound and light. I hope that helps!
« Last Edit: October 24, 2018, 06:41:13 AM by MegaTiny » Logged

braaaur
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« Reply #8 on: October 25, 2018, 02:06:57 AM »

Thanks for the reply MagaTiny Smiley
 
You could probably get a really nice effect by simply focusing on makeing the props on the desk looking nice and not letting the camera leave that shot. A really, really good example of this is Stories Untold:

Yup, I must admit that they did it great in Stories Untold and maybe that's the way to look Smiley Thanks!
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braaaur
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« Reply #9 on: November 06, 2018, 03:58:47 AM »

Hi guys!

In Radio Commander we are trying to merge innovative approach to strategy gameplay with narrative layer.

In our team of 4 people, one of us is solely responsible on narrative design and writing. We've spent a hell of time on research and we are history freaks. We want to tell the interesting story set in Vietnam War.

We decided that before each mission, there will be a preceding animation in order to introduce the player into the mission context.

I present you Briefing Animation 1:



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« Reply #10 on: November 06, 2018, 08:31:39 AM »

Wow, it's just like watching an old black-and-white documentary, down to the 5-4-3-2-1 countdown. <3 <3
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braaaur
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« Reply #11 on: December 01, 2018, 08:43:21 AM »

Hi guys!

We are in the middle of closed beta tests right now and the tests are going surprisingly smooth so far. 30+ people are playing Radio Commander in many places all over the world, how cool is that Smiley

We have also our Discord channel open now and you are all welcome there: https://discord.gg/pQ2Kds


When it comes to developing the game, today, I'm implementing Mission 3 - spoiler: Bamboo Pentagon Smiley


We are also working on a brand new trailer which should be ready in late December / early January.

Cheers!
 Beer!
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braaaur
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« Reply #12 on: December 15, 2018, 11:32:47 AM »

We are currently working on a brand new trailer video Smiley



Cheers! Beer!
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braaaur
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« Reply #13 on: January 17, 2019, 02:10:38 AM »

We are currently working on a brand new soldier models Smiley Say hi to Jon_1! He's a base for all future variants of soldiers that will populate our base.





Cheers! Beer!
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braaaur
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« Reply #14 on: January 26, 2019, 02:06:02 AM »

Global Game Jam 2019 has officially begun!

Last year GGJ was the beginning of our cooperation with Games Operators, so cheers to that! Smiley We've made the game called Call for Backup and that was the beginning of the Radio Commander as you know it today Smiley

Enjoy your GGJ 2019!

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braaaur
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« Reply #15 on: February 24, 2019, 03:18:28 AM »

Hi guys!

AI has been improved significantly and now enemies are behaving much more realistic on the battlefield - they can actively avoid player's forces when necessary or follow many different behavior patterns.

As befits the guerrilla formations of the VC the AI can even follow the player's units by keeping the distance and not being spotted.





:D

Cheers! Beer!
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braaaur
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« Reply #16 on: March 12, 2019, 05:45:52 AM »

Radio Commander is landing on Kickstarter!

March 12th 2019 - Warsaw, Poland - Serious Sim and Game Operators are proud to announce that Radio Commander is now landing on Kickstarter, giving players the exciting chance to help funding the developers' effort while, at the same time, enjoying exclusive content!





The game has been on Steam for only five months now and we have received an incredible amount of support and appreciation for the project, from our community as well as from specialized press.
Hence, we have decided to get closer to the community and give them the chance to influence the development (via Stretch Goals) and get their hands on an early version of the game (via the Demo available in some pledges). Kickstarter is the tool we need.

Cheers!  Beer!
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braaaur
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« Reply #17 on: March 17, 2019, 02:33:01 PM »

https://www.kickstarter.com/projects/playway/radio-commander-use-radio-commands-to-lead-your-tr/

Radio Commander is now 100% funded. We have reached our goal in a very short time and we are elated, humbled and even more motivated (a hardly attainable objective by itself). We are grateful to each and every one of you. You are all beautiful people, and we feel obliged to assure you that your passion and generosity will fuel us to the end of the project. No matter what. You have our word!

Don’t be mistaken. Radio Commander, even without stretch goals, will be an amazing experience.

But those stretch goals is where the community can really make a difference to make Radio Commander an experience that goes even beyond the already ambitious project. We want to make Radio Commander bigger and better. Full of different angles and content.

Thanks to everybody who pledged, will pledge or will only just think of pledging. Our passion is your passion and it is why we started all this.

Our first stretch goal is VETERAN MODE - a special high difficulty mode for those how seek true challenge in video games!

104/120% to achieve this.

What we want to do in the veteran mode:
-comm malfunctions (sometimes it will be necessary to repeat messages)
-only approximate coordinates and other values when reporting position / enemies etc.
-lower accuracy of artillery / air support
-no map ping animation when receiving coordinates
-cursor coords not visible (no map clicking to assign coords)
-unit stats changed (enemy more dangerous, lower friendly units' stamina and visibility)
-units not certain if under friendly or enemy fire
-units can get lost in certain circumstances (e.g. when retreating)
-wounded soldiers could become KiA when not evacuated from the battlefield
-more map tools: distance meeter, stop watch, etc.

Radio Commander Team
« Last Edit: March 18, 2019, 03:27:57 AM by braaaur » Logged

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« Reply #18 on: March 20, 2019, 02:52:12 AM »

We achieved 130% and the first stretch goal is funded!

https://www.kickstarter.com/projects/playway/radio-commander-use-radio-commands-to-lead-your-tr/

It took just 2 days to get to the first stretch goal of our campaign - the VETERAN MODE.

Thank you very much for your support!

Now we are looking towards 150% which will allow us to implement the STORY MODE in Radio Commander.

In the STORY MODE the player can focus more on narrative aspects and the game will e.g. auto-update tokens on the map as well as provide them with more guidance, etc.

We hope that we will be celebrating another stretch goal soon!

cheers Beer!
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« Reply #19 on: March 21, 2019, 02:25:23 PM »

150% is behind us and the STORY MODE is funded!

https://www.kickstarter.com/projects/playway/radio-commander-use-radio-commands-to-lead-your-tr/

Story mode will become a part of Radio Commander!

Thank you all for your support! Now we look toward the REPLAY MODE which is our 3rd stretch goal at 190% (19000CA$).

The REPLAY MODE will allow you to view a recorded run of the battle after finishing it. In the REPLAY MODE, all units - friendly, allied and enemy - will be visible. That way you will be able to verify your strategies, learn from your mistakes, and see all the funny moments.

I know we can achieve it!

BR!
Jacob  Beer!
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