Standardizing damage, hitpoints, and basic unit interactions
You would be forgiven if the above is unexciting to you. However, for me it is a huge step. For the first time ever, I am putting unit stats in a spreadsheet so that I can see things on paper before I put them into game. It's not like I don't pre-plan stuff out before this, but this is a bit different as I am literally tossing evo conventions out of the window. Removing evo stuff has proven to be a bit of a long road, but that's an entirely different story.
So the upshot of this is that I have the basic workings of how I want federation tier 1 and tier 2 to interact. I'm borrowing a lot of inspiration here. Some from Total Annihilation (Actually I'm ripping off some TA unit names straight up. It's my way of expressing how much I love(d) TA in a harmless way.), some from StarCraft, and a tiny bit from Forged Alliance.
Anyway, so basically unit testing has so far been a success. I'll be a bit happier once I have full t1 and t2 on the federation side fleshed out, but I'm very much on the way.
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SplinterFaction
SplinterFaction is an RTS game built by fans of the original greats such as: Total Annihilation, Supreme Commander, etc.
Status | In development |
Author | FrozenYak |
Genre | Strategy, Survival |
Tags | Co-op, Multiplayer, Real time strategy, rts, Singleplayer |
More posts
- Updates for the week of 7/28 - Better skillshots, More Skillshots, Easier Usage...Jul 29, 2023
- Metal Spot and Morph times updateJul 17, 2023
- Redesigning the Federation Tech 3 WalkersJan 03, 2023
- Testing Sync of DevlogJan 01, 2023
- There is now a walk script for the 2 legged botsApr 03, 2022
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