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Post by astralflux on Mar 7, 2022 0:11:39 GMT
Hey everyone. Just wanted to show what i've been working on. Im using invector as the player controller, albeit heavily modified. You're welcome to follow along the progress on indiedb. LiT EP1 is a First Person RTS game with some RPG elements. Players build up their fleets and wage battles, there is also a single player campaign which is 3/12 chapters done. www.indiedb.com/games/lost-in-time-ep-1-heathenIf anybody wants to contribute, feel free. Right now it's been a solo endeavor. Cheers
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Post by Invector on Mar 8, 2022 11:46:40 GMT
Very different type of game from what we used to see here, well done
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Post by astralflux on Mar 10, 2022 18:54:18 GMT
Thanks Invector, goes to show how powerful your product is. Also, a side note. Your FSM AI can be easily modified and tweaked to support rts gameplay, perhaps it's worth it to make those changes and sell the FSM as RTS compatible. Im quite certain you'd have a lot of customers. I've also attached some more screenshots below. Cheers.
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Post by Invector on Mar 11, 2022 13:50:18 GMT
Usually RTS uses a looot of agents on screen and since we have a lot of core features like ground detection, stepoffset, jump, complex animator, etc... performance wise it could not run great with 50~100 on screen at the same time, we rather sell as a complex humanoid AI but yeah it can be customized into a lot of different types of AI and it's pretty cool to see that on projects like yours
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Post by astralflux on Mar 21, 2022 0:10:03 GMT
Yeah, as-is, it definitely doesn't run well with 70+ units or so. To make it must more performant I had to use two different systems. One handles movement only, the other handles all the missiles, gun turrets and any offensive/defensive/support actions. Since the units are "ships/vehicles" they don't have any animations except "idle" and are always in "idle" state so to speak. The ship rudder, propeller, and any other movable items on the ship are handled by code. All of this combined pushed performance to 120-150 units. For my game, I have a heavy emphasis on preserving your units and every unit lost will be felt. Player fleet cap is also set to around 50. But most units can spawn smaller support units(tween to destination/waypoint). This gives the player the illusion that there are much more units than there actually are In any case, Im expecting at the end of next month to wrap up with quite a bit of the RTS elements and go back to the FP component. Again, thanks for making an amazing asset! some more shots below of the R1 ground units I made and integrated this week. www.indiedb.com/games/lost-in-time-ep-1-heathen/news/r1-ground-units
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