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October 20, 2020, 09:21:01 AM

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TIGSource ForumsCommunityDevLogsThe Finnish War - survival real-time strategy
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AcroGames Projects
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« Reply #20 on: July 10, 2020, 07:13:46 AM »

Looks awesome!

Can you describe a bit of the management/survival part of the gameplay? Will it also be in real-time?
Thank you!
Yes, the entire game will be in real-time, in the classic overhead RTS view; only during leaders' Duels will it switch to a different view.
In essence, the game revolves around the survival element, which determines many things - like where, when, and even if the two opposing factions will ultimately clash. There are physical hazards in the wilderness, but the main problem will be the Attrition: your units grow hungrier, and will gradually weaken and can ultimately die if the Attrition is not tended to. This can be done by searching for food - huntables in the wilderness, for your army to share. Not only the food, but also other survival elements are randomized on the maps: snowstorms can hinder your army's progress in just the worst possible time, and then there's frozen lakes, saving precious time when crossing - but can also be treacherous, especially if heavier units are crossing them.
The AI is ever-adaptive to the environment, constantly searching for food, attempting to avoid certain hazards, and sometimes even sabotaging your hunting operations before the main army is even sent to attack. While it is a competent survivalist, the map conditions can sometimes take even the AI by surprise. You can also try and sabotage its food gathering, or lure its units to their deaths in the wilderness; tricks like this are more than acceptable to gain an edge over the enemy before the final clash of your armies will come.
Constructing buildings, like hunting traps, is done with your Leader, and killing the AI Leader (easier said than done, since they love travelling with bodyguards) will also greatly cripple them. You must also remember not to neglect map control and constantly scout for good spots to build outposts, traps for the enemy, etc.


Sounds like a very big project, but then again strategy games are always big, do you have a deadline for finishing the game? Also on what price will it be?


Yeah, aiming to release by Summer 2021. There's still a lot to be done sure, but since all the mechanics and more difficult things have been pretty much implemented, its mostly about finishing the Campaigns and doing some graphical overhaul which is pretty easy.
So far I've been intent to release it for free, as it's my first proper (big) game. Let's see if that changes anywhere. Maybe, maybe not!
« Last Edit: July 10, 2020, 09:25:14 AM by AcroGames Projects » Logged
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« Reply #21 on: July 14, 2020, 10:21:09 AM »

Been adding some lighting effects lately.

Campfires have normally a dim light, but in shade, it sticks out more brightly.

But most importantly:
Guns have some proper muzzle flash now!



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« Reply #22 on: August 16, 2020, 07:12:02 AM »

Hey there, a little update.
Still aiming for 2021 Summer release, but for now, I will post less densely on The Finnish War. Many things going on at the moment, with the holidays and quarantine behind me and regular life once again lifting its head. The Finnish War is still being worked on constantly, but with less frequency as was during the spring - summer.



I have a small to do-list for the game for the rest of the year 2020 - I aim to get that cleared by the end of the year, and then at the start of 2021, move to finish the Campaigns. After that, it's just minor improvements here and there as well as playtesting - then it's starting to look ready.

If anything comes up, like delays, of course I'll keep you informed. But for now, posting'll be less frequent than up until this point.



i'll see you guys later on in the autumn.
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« Reply #23 on: August 21, 2020, 03:03:27 PM »

Looks awesome!

Can you describe a bit of the management/survival part of the gameplay? Will it also be in real-time?
Thank you!
Yes, the entire game will be in real-time, in the classic overhead RTS view; only during leaders' Duels will it switch to a different view.
In essence, the game revolves around the survival element, which determines many things - like where, when, and even if the two opposing factions will ultimately clash. There are physical hazards in the wilderness, but the main problem will be the Attrition: your units grow hungrier, and will gradually weaken and can ultimately die if the Attrition is not tended to. This can be done by searching for food - huntables in the wilderness, for your army to share. Not only the food, but also other survival elements are randomized on the maps: snowstorms can hinder your army's progress in just the worst possible time, and then there's frozen lakes, saving precious time when crossing - but can also be treacherous, especially if heavier units are crossing them.
The AI is ever-adaptive to the environment, constantly searching for food, attempting to avoid certain hazards, and sometimes even sabotaging your hunting operations before the main army is even sent to attack. While it is a competent survivalist, the map conditions can sometimes take even the AI by surprise. You can also try and sabotage its food gathering, or lure its units to their deaths in the wilderness; tricks like this are more than acceptable to gain an edge over the enemy before the final clash of your armies will come.
Constructing buildings, like hunting traps, is done with your Leader, and killing the AI Leader (easier said than done, since they love travelling with bodyguards) will also greatly cripple them. You must also remember not to neglect map control and constantly scout for good spots to build outposts, traps for the enemy, etc.


Sounds like a very big project, but then again strategy games are always big, do you have a deadline for finishing the game? Also on what price will it be?


Yeah, aiming to release by Summer 2021. There's still a lot to be done sure, but since all the mechanics and more difficult things have been pretty much implemented, its mostly about finishing the Campaigns and doing some graphical overhaul which is pretty easy.
So far I've been intent to release it for free, as it's my first proper (big) game. Let's see if that changes anywhere. Maybe, maybe not!


What if ... you make your free version but with low content, focused more on mechanics and fun factor rather than many hours of gameplay and you post if free on gamejolt and itch io and... if the player feedback is positive and they love it then expand it into a bigger project, add more content and plan for a full version for $ on Steam?
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« Reply #24 on: September 12, 2020, 04:34:41 AM »

Looks awesome!

Can you describe a bit of the management/survival part of the gameplay? Will it also be in real-time?
Thank you!
Yes, the entire game will be in real-time, in the classic overhead RTS view; only during leaders' Duels will it switch to a different view.
In essence, the game revolves around the survival element, which determines many things - like where, when, and even if the two opposing factions will ultimately clash. There are physical hazards in the wilderness, but the main problem will be the Attrition: your units grow hungrier, and will gradually weaken and can ultimately die if the Attrition is not tended to. This can be done by searching for food - huntables in the wilderness, for your army to share. Not only the food, but also other survival elements are randomized on the maps: snowstorms can hinder your army's progress in just the worst possible time, and then there's frozen lakes, saving precious time when crossing - but can also be treacherous, especially if heavier units are crossing them.
The AI is ever-adaptive to the environment, constantly searching for food, attempting to avoid certain hazards, and sometimes even sabotaging your hunting operations before the main army is even sent to attack. While it is a competent survivalist, the map conditions can sometimes take even the AI by surprise. You can also try and sabotage its food gathering, or lure its units to their deaths in the wilderness; tricks like this are more than acceptable to gain an edge over the enemy before the final clash of your armies will come.
Constructing buildings, like hunting traps, is done with your Leader, and killing the AI Leader (easier said than done, since they love travelling with bodyguards) will also greatly cripple them. You must also remember not to neglect map control and constantly scout for good spots to build outposts, traps for the enemy, etc.


Sounds like a very big project, but then again strategy games are always big, do you have a deadline for finishing the game? Also on what price will it be?


Yeah, aiming to release by Summer 2021. There's still a lot to be done sure, but since all the mechanics and more difficult things have been pretty much implemented, its mostly about finishing the Campaigns and doing some graphical overhaul which is pretty easy.
So far I've been intent to release it for free, as it's my first proper (big) game. Let's see if that changes anywhere. Maybe, maybe not!


What if ... you make your free version but with low content, focused more on mechanics and fun factor rather than many hours of gameplay and you post if free on gamejolt and itch io and... if the player feedback is positive and they love it then expand it into a bigger project, add more content and plan for a full version for $ on Steam?


Those are exactly the sites I was planning on releasing first, Jolt and itch. Its a good idea. I think I'll finish my current to do-list for this game as intended, including the two (mediocre-length) campaigns, before release. I might have the inspiration afterwards especially with good feedback to add a whole bunch of stuff and perhaps expand to different sites. For now until Q2 2021, I know what is to be done still before this releases. big thanks for your help.
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« Reply #25 on: October 16, 2020, 11:38:58 AM »

Factions of The Finnish War

Here you have them. Didn't do a video this time, but i'm sure this does the job equally well, that is, to introduce the game's four playable factions. In true RTS fashion, all of them obviously come with their fair share of differences, from units to abilities etc.


THE SWEDISH

First up is the Swedish. The first faction I implemented to the game, and that's probably the reason why they are so 'casual.' They are overall pretty simple in the sense that their abilities and units are nothing ground-breaking, most likely because as they were the first faction I made, I was still hesitant to implement any sorts of massive game-changing traits for them. That's not to say they're bland or ineffective though, far from it.
The Swedish are all about mobility. This is reflected in many things: their Cavalry is faster than that of other factions, their Unique Ability makes their foot troops faster as well, and their Unique and Super-units are both exceptionally mobile - their Super-unit being the most mobile artillery piece.





But no faction is without their flaws - in the Swedes' case, their faster Cavalry is also weaker than other factions' equivalents, meaning while they perform certain tasks (like raiding or retreat) better, they lack the same staying power in battles.


THE RUSSIANS

Next up we have the Russians. Imagine them as a powerful, slumbering force that slowly but steadily moves forward with unstoppable determination and firepower. That's the Mother Bear in a nutshell.
Sounds overpowered? They're not though, obviously. The Russians, while having access to some pretty amazing stuff, suffer from slower foot troops than other factions. Their infantry is the slowest in the game, but they are not completely at loss when it comes to mobility...
This is because of their Unique Unit, the Bashkir, which is a perfect unit if all you want to do is harass your enemies to death. Raining flaming arrows and moving like the wind, they bring down buildings just as fast as they do enemy troops.



As mentioned above, the Russians come packed with their fair share of firepower. They have the long-ranged Cossacks, who can mow down enemies from afar, as well as the feared Tsar Cannon, the bulkiest artillery in the game!



All this is obviously not cheap to wield, and thus, the Russians end up being a costly choice unless you rely more heavily on standard infantry, which in their case is weaker (slower) than with other factions.
The Russians' Super Ability allows them to ignore speed penalties of the environment; snowstorms don't slow them down an inch, and they cross rivers much more smoothly than other factions!




THE FINNISH

The Finns are a personal favorite. For those who haven't figured it out yet, that's because I'm one!
In The Finnish War though, the Finns are a defensive-oriented faction with focus on support units. This means they're not the type to create a massive army with and go out guns and cannons blazing.
Aside from the fact that they have better support units, their Unique Ability grants their army better Morale, with all units with average or below-average Morale receiving a buff to that. This means that basically, they have the best staying power in the game - it's really tough to force a Finnish army to rout.
The Finns also hold more troops in buildings, with additional units coming out from them if destroyed by enemy.

Aside from their awesome staying power, their other trademark is Finnhorse Cavalry:



Some of the better raiding units in the game.

The Finns, however, have weaker artillery, and are also the only faction to not have any unique artillery piece.

They are a bonus faction, and you need to unlock them by completing the Swedish Campaign though.


THE FRENCH

Last and most certainly not least is the French. Like the Finns, they are a bonus faction, and in their case unlockable by completing the Russian Campaign. For a long time I considered the possibility of additional factions, because, well, the Finnish War was fought between the Swedish and the Russians. But, these two bonus factions, the Finns and the French, both tie directly into the events of the war and thus I considered them suitable as playable factions - only not in a major role, as that is reserved for the Swedes and Russians. In the case of the French, they were much responsible for the Finnish War ever taking place - and how the war ultimately ended allowed the French to shape Scandinavian political landscape with a heavy hand. Keep in mind, that the same French royal house that was installed on the Swedish throne in the aftermath of the Finnish War 200 years ago still rules in Sweden today.

But now, into their game mechanics.



The French are all about firepower: their artillery is the best in the game, and their Super Unit, the Gribeauval Mortier, the most fearsome cannon of them all.

This is the Mortier firing...



...and here we see the immediate aftermath.



In the cavalry department, the French shine as well: their standard cavalry has better Morale, and their Unique Unit, the Cuirassier, has a massive charge bonus on top of a defense bonus against firearms.



But, like all factions, the French have their shortcomings as well. While their cavalry are clearly superior, their infantry are at a loss, having weaker Morale. Thus, the standard 'human wave attack' with line infantry does not hold up as well with the French.


That's all the factions in The Finnish War, to give a little insight. Tried to keep it short, but turns out its quite difficult!
I've also tried to not have the factions' abilities and traits render the game's survival aspect any less challenging. That is, the abilities are mostly centered around combat and perhaps a few other things, but rarely contribute to giving them any better chances of survival in the winter environment, to not render the game's central aspect pointless.
« Last Edit: October 16, 2020, 11:16:50 PM by AcroGames Projects » Logged
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