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Strategy games thread

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Conan:

@sleep some good rts's you might find good is the stronghold/age of empires series which arent super micro heavy and are slower paced compared to other rts's. they also come with campaign modes and in singleplayer/campaign you can pause and save if you're feeling overwhelmed.

this is actually one of the reasons i love ai war - you can speed up and slow down time as you need, from 0.05x to 15x. really helps when you just want to take some time to review your objectives and plan without having to constantly worry about the ai difficulty progressing due to time.

cromartini:


--- Quote from: sleep on April 23, 2019, 12:51:24 PM ---yeet now i dont feel bad for posting here dudes i love games like prison architect but i wanna play more complicated stuff like some actual RTSes but i dont know where to start.
i played that rts game that has the mouse with one arm on the cover  but i forgot its name

--- End quote ---
Tooth and tail ? Heard that is a game about a communist revolution, but with mice.
Anyways, for begginers i reccomend CoH2. Great game. Different than most RTS-es. (Also the only RTS i played for months.)

Now, how many of you played CK2 or Stellaris ?

sleep:

Tooth and nail was the game yeah! i didnt pay too much attention to the story

I don't want to step into CoH just yet, Stellaris is the game I want to play with my friends but I'm wayy too intimidated by.

I think Ill do Age of Empires because I can remember borrowing that game as a young kid and having a great time

cromartini:


--- Quote from: sleep on April 23, 2019, 01:11:56 PM ---Tooth and nail was the game yeah! i didnt pay too much attention to the story

I don't want to step into CoH just yet, Stellaris is the game I want to play with my friends but I'm wayy too intimidated by.

I think Ill do Age of Empires because I can remember borrowing that game as a young kid and having a great time

--- End quote ---
Stellaris is like a dog, if you never had it, you may be slightly scared by it. But once you get used to having it, it good.

@phantos i heard u were making an RTS, can you tell us something about it ?

PhantOS:

yea im stealing bushido's game. basically jack and casie is cool and innovative but i played it once and i kinda didn't like how the game played. the inventory is its own physical game space but it's not actually explored in the game and instead all items just have size and you use them to deal damage to an enemy's health bar which i think is kinda dumb and the most depth the game has comes from the weaknesses and the armor system.

im designing my own version of jack and casie where instead of what it is now it's more of a deck building game. enemies have their own inventory with their own items, and you have your inventory with your items. rather than dealing damage to a health bar, you use your items to deal damage to the enemy's items. enemies deal damage in set slow telegraphed patterns that attack a portion of your inventory. you gotta move your items around in the inventory to dodge their attacks with the added difficulty that you can't drag items over each other. and when you attack enemies you basically want to do the same thing: like use a line attack that will hit multiple items.

surface level its basically a ripoff of jack and casie but in the most abstract form its basically real-time into the breach. its not a typical 'real time strategy' but you're strategically moving your items in real time and using them to attack enemy's items which also move in real time so i'd consider it more of an abstract rts. i figured if you're going to make inventory tetris you need to fully utilize the game's space and capture the difficulty of binpacking items in a confined space while your items are actively being attacked



so in this example i got hella daggers and that red rectangle is basically an enemy attack that will happen in a few seconds and in that time i gotta move my daggers outta its range in order to prevent them from being destroyed for the rest of the battle. in that case i can't save the top one because of how obstructive the item's size is. the stuff on the right is just placeholder enemy items.



in this example im using my dagger's ability to target the enemy's items. the dagger (a placeholder item) targets a single enemy item and destroys it in a few seconds which is helpful for directly attacking more powerful enemy items. the downside is that it has a single use and is destroyed for the fight when you use it. i could add items that also do damage in shape patterns (like the red rectangle) and add in special items that allow you to move the enemy's items yourself in order to line them up for some nasty combos.

the idea is that i want to make better use of jack and casie's systems. items that are bigger are harder to use in this game compared to jack and casie because their large size makes them obstructive especially since you can't move items through each other. i can also add things like adjacency bonuses which would incentivize players to clump certain items together at the tradeoff of having to scatter them around when an attack comes near. maybe even with this system i could add some sort of factorio esque open ended puzzle system where you have to build special items using the space all the while enemy attacks are threatening your delicate setup.

its basically like into the breach or xcom in an abstract form and in real time. bushido probably hates me by now but i think j&c is more of a casual happy go lucky artistic game while the game i'm trying to make is slightly less casual  and more mechanics focused with less room for error

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