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Broken Brothers Deluxe Beta v1.0
#296271
10/30/09 16:44
10/30/09 16:44
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Broken Brothers Deluxe Beta v1.0
Trailer Hello all, I've been working on a full version of the tiny prototype I posted here a few months ago. It's a separate product, so I'm starting a new post. It's a RTS, in gamestudio A7. The tag line is Survive, unlock, Conquer! It is a beta, so I'd love and all feedback! I'm throwing it to the crowd, rip it to shreds, please. Once I'm done crying, I'll crawl back to my computer and make the game better. DIRECT DOWNLOAD - Michael. www.spyeart.com
Last edited by thegamedesigner; 10/30/09 21:09.
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Re: Broken Brothers Deluxe Beta v1.0
[Re: thegamedesigner]
#296296
10/30/09 19:08
10/30/09 19:08
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Joined: May 2005
Posts: 133 Germany, Passau
AlexDeloy
Member
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Member
Joined: May 2005
Posts: 133
Germany, Passau
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I love the clean and minimalistic look. In my opinion the diablo-style font doesn't fit, although it gives the game a little something, maybe try a clean sans-serif font with a certain personality. Besides alle the small details should fit the clean settting e.g. the cursor Keep up the good work!
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Re: Broken Brothers Deluxe Beta v1.0
[Re: AlexDeloy]
#296298
10/30/09 19:35
10/30/09 19:35
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Joined: Jul 2005
Posts: 1,930 Austria
Dark_samurai
Serious User
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Serious User
Joined: Jul 2005
Posts: 1,930
Austria
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Looks great! I love "simple" games with cool ideas!
Are you planning to release this also for money or is this the final version?
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Re: Broken Brothers Deluxe Beta v1.0
[Re: Razoron]
#296400
10/31/09 16:51
10/31/09 16:51
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Joined: Feb 2009
Posts: 2,154
Damocles_
Expert
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Expert
Joined: Feb 2009
Posts: 2,154
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Very cool, played the first 3 levels.
UI:
The selection to groups also works fine, but you might add either number above the units (like a 1 if in group 1) or a field showing the list of currently selected units.
Attacking planes is a bit tricky. There sould be some marker on the enemy units when howeving the mouse over it, so the player can see its selected as attacktarget.
Tuning: Overall the movement could be faster, and the combat longer (lower damage or higher HP - so that the fights take longer)
I think the hope does not get used up yet, as ressource?
AI:
Also try to add a behaviour to the AI, that it flees when low on HP, and retreats to some point near the base to regenerate. This makes the AI harder to beat, by having it behave "smarter" The Harvesters should also retreat to the base when under attack, and return to harvesting after waiting several seconds, when no other command comes.
Assemble the AI to attackgroups. So when one unit get attacked, the others try to get close to the attacked unit and then switch to normal attackmode. Else the player can "pull out" single units from the group.
When the attackgroup lost too many units, it should return to saver groud, and wait for more units before advancing again.
Should be enough to have one main attackgroup, and a basedefence group. The basedefence could be kept small, as long as the player has not approched too close to the AI base + the attackgroup has several members. Then the AI should assign all units to the basedefense group.
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