Hey, it looks promising and i like the mushrooms! Command&Conquerer in a mushroom world exactly fits for an old man like me.
Will there be only classical rts mechanics or you'll add something new here?
Hah, indeed! Though I would say it is much closer to Warcraft I/II than C&C. As dear as the C&C series is to my heart, there are many projects that have followed in its footsteps fairly faithfully, and I fear I could not really compete in that field at least...
There are several new mechanics that shuffle things up a bit, the primary thing being the system that works in place of traditional magic in fantasy games. I will explain a bit more below.
Wow! I agree — promising (like, unbelievably promising) is a great way to put this! From the concept art, to the initial .GIF, to your passion behind a recreation of what I like to call
actual RTS games is just sublime.
Keep this up! Also, I'm getting an 80's vibe from the title font
I want you to know that your use of the phrase 'actual RTS' made me smile all day. The game I have made / am making here may not be perfect, it may not suit many folks, it may be a bit dated etc. But I am very glad that somewhere out there someone else knows the feeling of what I am getting at, that which we have not had for years in RTS games. I am honored to take a crack at it, whether or not I succeed.
I am also glad you picked up on the font. The picture posted is actually a WIP, so the font needs to be finalized / edited, but it will definitely be similar and remain faithful to the 'old SF book you got at a used book store' vibe. An allusion to my inspirations in writing perhaps.
This game strikes all the right chords with me.
Will be following closely
Thanks! It means a lot. Hopefully I can put a melody to those chords.
i support that
Thanks! I am glad I am not the only one who feels this way. On a side note, your combination of username and icon makes me happy.
Tiberian Sun is the only old school RTS I'm still really in love with. Definitely feeling the similarities - strange growths taking over a post apocalyptic landscape. I like your art style, and usually I don't go for chunky pixels. The cover art is really good too.
I hope, while staying true to the genre, you can innovate in your own way. While it's great to revisit the classics, that doesn't mean they can't be improved or have new vigor pumped into them.
I sadly never played Tiberian Sun until about a year ago! I really like it. Definitely getting those Red Alert 2 engine vibes, but in a cooler (or maybe just less campy) futuristic setting.
In regards to art style-- whew! I am glad it passed your test. I am also sometimes annoyed with the overuse of minimalist pixel art, but in my case I think I used it to play to my strengths and cut down on art development time, while also trying for a more unified style. There are few things worse in the artsy part of my brain than mixed sizes of pixels, so I opted to actually develop art / render the game at this resolution and fit things around it, rather than trying to fake its resolution or pixel style.
In regards to changes made to early/mid 90s Blizzard/general RTS conventions, in response to both you and fearless_donut:
Most of the mechanics in the game emulate Warcraft II on a basic level. Left click / drag selects (up to 6 units at once), right click commands based on context--i.e. while you have a tech selected, right clicking on a carcass will see them running down into its depths to harvest resources, right click on mush will have them start to chop it down, right clicking on damaged building will have them repair it, right clicking on enemy will have them attack etc. etc. This is all very similar, but there are big differences in how building commands, construction, and what passes for 'magic' in this world work. 3 main points of interest here:
1) Building production/research, construction, and 'spells' (not magic in the conventional sense, I will get to this in a later post) are all handled through the same hotkeys, defaults are 1-6. The Tab key opens the construction menu when held if you have a tech selected, minimizing when you let go of the key. With the construction list open (i.e. you are holding the tab key down), holding down a corresponding number key snaps your mouse to the grid and displays the build reticule for placement, dependent of course on resources, where you can build etc. Left clicking on the spot you want to build on will prompt the nearest selected tech to deselect itself and run along and begin construction. You can see this in the first gif. Construction otherwise works in the traditional manner, techs making a little site that they build within, adding to the hp with the sprite expanding until the building is complete, whereupon they come out again and go idle, ready for more commands.
Building production and research are as simple as pressing the corresponding hotkey when you have a building selected. For instance, If you select a Node structure, you will see that the hotkey number '1' corresponds to making a tech unit, wheras if you select a Bath structure, you will see that '1' labels a melee upgrade, and so pressing '1' with the Bath selected will begin research on the melee upgrade.
This all sounds a bit complicated, but everything is labelled in-game, as minimalist as it might seem at first. Try putting your hand on the default keys (left pinky on TAB, ring finger on '1', middle finger on '2', and so forth), and it should make a bit more sense. Keys can be rebound to whatever you wish from the main menu, though, so you can select whatever feels right to ya.
What makes this interesting is that you can have a caster, a builder, and melee units all selected at once and your hotkeys still work wonderfully-- holding a number key labelled in the left GUI will cast that spell when you left click, and holding TAB will open up the build menu for you to select from / give construction orders with left click, but this entire time you can use the right click to still move around, without anyone being deselected / selected individually (unless their job / hotkey command you give them requires that they run off to do something). I have demonstrated this in the bottom gif below, and will explain more there.
2) The setting and story will provide something a bit different in its content and how it is told, though I will not say what or how for fear of spoiling anything. Rest assured it is not a cookie-cutter conquest with castles and kings and whatnot, not a campy modern take on a world war, and not a 'you the player are playing a game!' fourth wall thing.
3) The way that "magic" works here is pretty weird. Only one of the spells vaguely resembles traditional fantasy fare, and as I have demonstrated below, even it works a bit differently. In regards to the other spells, I would say they are closer to rituals than anything else, but I will make a more detailed post soon on how they work / change the game up while trying to not give too much away. They are truly the biggest change from RTS tradition, and profoundly affect the way the game is played.
Really nice art style (though the perspective on the mushrooms seems off), posting to follow.
Thanks! In regards to perspective, heck yea it is! The angles are pretty wonky in practically everything because of my tile / bounding box constraints. Normal sized units are 7x7px, buildings range from 14x14px to 35x35px, so everything is boxy and a bit unforgiving in design/comp. Given more time I could probably correct it, but for better or worse I have grown attached to its clunky nature.
Here are a couple o' gifs!
Advancing into the darkness with Prots, Gunners, and Farcasters.With a dreamer as part of the group, you can use the number keys to cast stuff. Here, using the spell 'lanterns of the dead' allows you to 'paint' with fire. If you concentrate it and hold it in one spot, you can even create a massive explosion! Be more careful with where you aim it than I was... My poor units. It has other uses as a spell, but I should get to that in a later post.