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1401677 Posts in 67939 Topics- by 61494 Members - Latest Member: insurtechexpress3

July 06, 2022, 03:19:44 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!

EDIT: (13.2.22) Alongside the updated release date, while the game was originally supposed to release in Free and Full (paid) versions, this is not the case anymore. Now, the game will release as one product, cheaper, and with all the content originally planned for the Full version, including:


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/acrogamesfin
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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/acrogamesfin
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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/acrogamesfin
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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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« Reply #52 on: October 30, 2021, 11:51:46 PM »

Just finished all the Custom Battle maps for both singleplayer and two-players.
Finally, that's done! And now back to work with the Russian campaign.
Some of the CB maps include:

Valley of Fertility: all the Huntables are grouped in the middle, inciting tensions earlier.
Sudden Death: both players start at the center of the map as opposed to on the edges; a clash can be imminent.
Scandinavia: Norway, Sweden, Finland, parts of Russia, and parts of the Baltic countries in miniature size.


Here we have the new premade map 'Scandinavia.'


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« Reply #53 on: November 10, 2021, 11:54:57 AM »

ABOUT THE AI:

In some time, I intend to release a gameplay video or two again. That'll show some more of the AI in The Finnish War as well.
Shortly, about the AI, which has been pretty much an untouched topic so far:

There are four Difficulty levels in The Finnish War, and while first-hand the Difficulty affects the environment and survival conditions on the maps equally for both players, the higher the Difficulty, the more aggressive the AI becomes as well. This means that while the survival aspect becomes harder for the AI as well, the AI will also take more measures to counter the player alongside survival. In short, on lower Difficulties it will about equally prioritize the player and its own survival, but on higher Difficulties, it will still focus on survival just as well - it'll just aim to make the player's life much harder.
The AI doesn't flat-out cheat, instead it plays more aggressively on higher Difficulties, building better defenses, raiding more often. The only time it flat-out cheats is on Unfair difficulty, which should come as no surprise since it's pretty much in the name.
The AI loves to protect its Leader, so expect big retinues of Bodyguards when it goes out mapping or hunting.

Expect some gameplay videos soon!
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« Reply #54 on: November 26, 2021, 01:13:47 PM »

As promised, some gameplay footage ahead in the form of a showmatch vs. the computer.
Doesn't always go according to plan though, as you'll find out watching it!





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« Reply #55 on: November 30, 2021, 10:59:54 AM »

As promised in the last video, here's some more gameplay - this time from the Russian Campaign (currently in-development)!





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« Reply #56 on: December 09, 2021, 12:38:57 AM »





And here we have another little gameplay video. Enjoy!

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« Reply #57 on: December 20, 2021, 11:57:48 AM »

Campaigns are now DONE!

And what's best, right on schedule.

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« Reply #58 on: December 30, 2021, 02:05:22 PM »

Trailer is now released, just in time for New Year!
HAPPY NEW YEAR 2022!!






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« Reply #59 on: January 01, 2022, 04:34:15 AM »

Duels!!



It's basically a minigame for Custom Battles, but a fun one at that.
Been working with different aspects of the Duel system lately, especially how it affects the AI if you manage to kill their leader one-on-one.
It will seriously cripple the AI to lose its leader before the actual match starts, but, through some little additions the AI won't be AS helpless anymore as it was before.
Now, the AI will not purchase needless Abilities anymore after losing a duel, especially ones that it couldn't make use of anyway after losing the Leader, and instead will have more money to spend on troops.
Also, the AI now resists temperate attrition slightly better in a post-duel match (on all Difficulties) after losing its Leader, to help even the odds a bit.

When the AI calls for a Duel, you are treated to this screen:



get to buy some Perks, and then the minigame begins.
Also! Added some alternate dialogues for certain Leaders, when they face each other in Duels. They might share a common history, have a grudge against one another, or so on... just a fun detail.
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