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- Apr 24, 2015
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I was also interested in seeing a proper representation of the pulse theory. But you could still represent it with a lower gap between the front and the rear of the unit, and the losing side giving ground whil the winning side regroups at the position of the frontline, before resuming the attack (that would also cover the idea of shield pushing contest, but less literally!).1. when i set new position of unit by holding Right Mouse button. would be handy to see arrow where would be the front of formation.One man's dream to make his own Total War (aptly named Formation Tactics Game):
https://gabe1010.itch.io/formation-tactics-game-prototype-battle
Hello! Thanks for linking it. I've substantially improved the basic prototype battle recently with more and better UI, line shift mode control (fallback, pushback, guard mode, recoil), much better performance, win conditions, and lots of bug fixes and such:
...
It's basically total war type gameplay + more tabletop wargaming rules like anarchy charges, zone of control, disorder, pursuits/evades, order delays and such. if anyone finds this interesting please give it a playtest and provide some feedback on the itch page community posts or here or in the dms. Thanks!
2. sprites would be sufficient for this scale of battle (like in M:TW1). Models are awesome, looks like from some warcraft3 clone - just better and more crispy. i think you outsource them because quality is way above your indie project.
3. the horseman that carry order for a unit, often merge with ground. Not sure if he is sent in straight line? (like an airplane?)
4. unit behaviors are interesting [intentional?]... i have 2x spearman units, and both block stop 10m from each other in formation, and from front lines few spearmen walk to the center to solo eachother.
thanks for trying it!
1) yes this is a good idea that a few people have requested, I'll add that
2) yes the models are from an asset, as I am just a programmer and not an artist. Interestingly, with modern GPUI mesh and animationg instancing the 3D models are actually more performant than sprites. The main performance bottleneck is actually not the rendering but the lerping/vector math movement of the individual soldiers around keeping formation.
3) yes their nav movement needs some work, i think it's mostly through hills they merge into, i'll look at that problem further.
4) yes they are intentional, but perhaps fit swordsmen better than spearmen, so I may need a different combat coordinator for them. The idea is to be a bit like the description of combat in Phil Sabin's Lost Battles and other essays where men don't constantly fight, as that would be impossible to sustain, but shift back and forth on the battlefield, locally coming into contact in a flurry of melee and then falling back to rest and throw missiles if they have them, but it still needs work.
I've got a dedicated thread for the game here:I was also interested in seeing a proper representation of the pulse theory. But you could still represent it with a lower gap between the front and the rear of the unit, and the losing side giving ground whil the winning side regroups at the position of the frontline, before resuming the attack (that would also cover the idea of shield pushing contest, but less literally!).1. when i set new position of unit by holding Right Mouse button. would be handy to see arrow where would be the front of formation.One man's dream to make his own Total War (aptly named Formation Tactics Game):
https://gabe1010.itch.io/formation-tactics-game-prototype-battle
Hello! Thanks for linking it. I've substantially improved the basic prototype battle recently with more and better UI, line shift mode control (fallback, pushback, guard mode, recoil), much better performance, win conditions, and lots of bug fixes and such:
...
It's basically total war type gameplay + more tabletop wargaming rules like anarchy charges, zone of control, disorder, pursuits/evades, order delays and such. if anyone finds this interesting please give it a playtest and provide some feedback on the itch page community posts or here or in the dms. Thanks!
2. sprites would be sufficient for this scale of battle (like in M:TW1). Models are awesome, looks like from some warcraft3 clone - just better and more crispy. i think you outsource them because quality is way above your indie project.
3. the horseman that carry order for a unit, often merge with ground. Not sure if he is sent in straight line? (like an airplane?)
4. unit behaviors are interesting [intentional?]... i have 2x spearman units, and both block stop 10m from each other in formation, and from front lines few spearmen walk to the center to solo eachother.
thanks for trying it!
1) yes this is a good idea that a few people have requested, I'll add that
2) yes the models are from an asset, as I am just a programmer and not an artist. Interestingly, with modern GPUI mesh and animationg instancing the 3D models are actually more performant than sprites. The main performance bottleneck is actually not the rendering but the lerping/vector math movement of the individual soldiers around keeping formation.
3) yes their nav movement needs some work, i think it's mostly through hills they merge into, i'll look at that problem further.
4) yes they are intentional, but perhaps fit swordsmen better than spearmen, so I may need a different combat coordinator for them. The idea is to be a bit like the description of combat in Phil Sabin's Lost Battles and other essays where men don't constantly fight, as that would be impossible to sustain, but shift back and forth on the battlefield, locally coming into contact in a flurry of melee and then falling back to rest and throw missiles if they have them, but it still needs work.
Not sure where to put it...
I don't know if it merits a separate thread but I was looking for a modern day grand strategy/4x of the supreme ruler type and came across this game.
Don't expect much from it but will definitely try it out when it releases in a few weeks. (early access)