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1395993 Posts in 67324 Topics- by 60456 Members - Latest Member: Mersy

October 19, 2021, 05:34:42 PM

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TIGSource ForumsCommunityDevLogsThe Finnish War - survival real-time strategy
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bayersglassey
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« Reply #40 on: July 24, 2021, 08:16:58 PM »

I really like the graphics style -- simple images without animation, but tons of effects. The mix of footprints and dust/snow being kicked up by cavalry... the combination of gun smoke floating sideways, plus muzzle flashes, looks awesome...
And the simple controls sound fun too. WSAD + numbers, boom done.
I want to play this. Smiley
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« Reply #41 on: July 24, 2021, 11:49:41 PM »

I really like the graphics style -- simple images without animation, but tons of effects. The mix of footprints and dust/snow being kicked up by cavalry... the combination of gun smoke floating sideways, plus muzzle flashes, looks awesome...
And the simple controls sound fun too. WSAD + numbers, boom done.
I want to play this. Smiley

Thank you for your comment! Yes, since I've worked alone on the graphics, I've tried to keep it as engaging as possible with little details and different effects, since animation requires more work. Although I still intend to put effort into that as well. Glad you like it!
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« Reply #42 on: August 11, 2021, 03:54:27 AM »

Trying something new with the game!
Composing own music for The Finnish War - couple demos already for listening here:

https://soundcloud.com/user-988631900

The Finnish War on Twitter:
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« Reply #43 on: August 22, 2021, 08:32:31 AM »

Hey all!
Aiming for release on New Year's Eve!
Missing a potential release on Finnish Independence Day, but that would've been just for flavor!
The Finnish War will have two versions available upon release:

FREE VERSION
  • free
  • includes full Campaigns
  • includes full Custom Battle mode for both singleplayer and two players, complete with all maps
  • includes two playable factions
FULL VERSION
  • 2.5€/2.9$ (initial price)
  • Everything included in Free version plus:
  • adds 2 unlockable factions for play in both singleplayer and two-player Custom Battles
  • Player Spoof AI: enabling vastly more variety for Custom Battles
  • Extras and behind-the-scenes content

The point is that the free version will already be a full game with complete Campaigns and full access to Custom Battles, but the full version will bring additional content and increase replayability value even higher. Although I'm happy to confirm the replayability value is already there in the Free version, with high customization options for games.


I've talked before about the Player Spoof AI here. It's an AI with a randomized personality generated at the start of the game. Mimicking real-life online players, they come in many varieties and offer some crazy surprises.


The two unlockable factions offer some new strategies and different units from what the two default factions bring. With new bonuses and units, as well as obviously unique soundbites, they bring some additional flavor to the table for sure.

Feel free to comment your thoughts on all this!

The Finnish War on Twitter:
 Hand Point Right https://twitter.com/thefinnishwar
« Last Edit: August 22, 2021, 10:22:34 AM by AcroGames Projects » Logged
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« Reply #44 on: August 26, 2021, 12:52:14 PM »

Introducing mechanics #1: Cavalry charges

When charging at an enemy with melee cavalry, a Charge bonus is applied, increasing their damage output on their first strike.
You must regain momentum with the cavalry in order to reuse the Charge bonus!




Follow The Finnish War on Twitter:
 Hand Point Right https://twitter.com/thefinnishwar
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« Reply #45 on: August 27, 2021, 07:00:23 AM »

Quick reminder!

Video says it better than a thousand words. So if you are interested, take a look at the introductory/gameplay video for The Finnish War! (16.5.2021)







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« Reply #46 on: August 28, 2021, 04:39:27 AM »

I've remade the playlist and uploaded a few self-made songs for the game at SoundCloud.
Songs in the game will range from orchestral to militaristic to just ambient.

This one I like to call 'Truth'

https://soundcloud.com/user-988631900/truth
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« Reply #47 on: September 07, 2021, 09:50:34 AM »

Introducing mechanics #2: Artillery fire modes

Basic artillery have two firing modes: roundshot and grapeshot.
Roundshot is best reserved for destroying buildings since it does huge damage to them, while also being devastating against single enemy targets like enemy artillery.
Grapeshot is meant for large enemy groups; a shower of small-caliber shots which fly in a wide arc and can decimate entire ranks, while doing little to no damage against buildings or enemy artillery in turn.
In addition, some artillery superunits have a special roundshot which takes longer to fire, but in turn destroys anything in a single shot or two - while also having terrifying range.




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« Reply #48 on: September 17, 2021, 12:05:59 PM »

Introducing mechanics #3: Retreat To Heal - command

By pressing the right key, all units that are severely damaged will retreat automatically to the nearest Camps to heal, reducing the need for micro.
Such units are indicated by cyan circles drawn around them.
The AI knows the same trick, sometimes drawing back badly damaged units in order to heal them and then have them return to the field of battle.





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« Reply #49 on: September 21, 2021, 10:05:01 AM »

Swedish campaign is done at last!!

Next up, it's to finish the Russian one.




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« Reply #50 on: October 13, 2021, 08:50:02 AM »

ANNOUNCEMENT!

The Finnish War will now release on 22.02.22, the release date having been moved just short of two months later from its original 31.12.21 release.
This was decided to have more time to polish the game overall after its main features have all been implemented. The development process is doing great, but nothing good comes in a hurry, so this additional time will be used to perfect everything in need of perfecting for the final product.
Thank you all and see you in the next devlog (with some new gameplay)!


Follow The Finnish War on Twitter!
 Hand Point Righthttps://twitter.com/thefinnishwar
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« Reply #51 on: October 14, 2021, 07:38:14 AM »

Time to talk about the AI again!
Since it's a survival themed RTS, the AI should be able to adapt as well to be somewhat competitive. At the moment, I'd say it actually is.
With all the different hazards on the survival maps, the AI can't just go about ignoring them and focus on rushing or base-building. The AI atm can adapt to different hazards in a variety of ways:
  • when dealing with Temperature attrition, it brings units (that are not occupied in battle) to Camps to warm up
  • it prioritizes hunting to minimize Hunger attrition, and builds hunting traps most extensively of all buildings
  • if f.ex. chasing the player's units to icy lakes, it does not send its units headfirst to ice holes


Here's the AI engaging the player on the ice. Note that even if the AI isn't dumb, you can always try and lure it to its doom...
The blue hue denotes Temperature attrition.
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