Trench War 3 - Marble Game
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- Опубликовано: 20 авг 2024
- Reach the enemy's base to win!
Marbles will randomly select which soldiers to spawn. Soldiers will automatically move towards the enemy base and fire at nearby enemies.
Patreon: / lostmarbleruns
Discord: / discord
Credits:
tank
assetstore.uni...
Weapons
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Army cap
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Combat helmet
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Sandbags
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Police hat
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Fonts
www.dafont.com...
www.dafont.com...
Environment
assetstore.uni...
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Nothing more delightfully frustrating than a marble getting stuck. I think it adds wonderful suspense. As long as it comes down eventually.
“The best offense is a good retreat.” -Green, probably.
I liked how there was still more units to be unlocked that it wasn't only that one bar.
Green never really recovered from their picker marble getting stuck early on.
Green retreating wayyy too much is what made the video longer
Great stuff though. Marbles getting lost really speak for themselves. Also, nice 2D map! It helps whenever you don't know which side is at an advantage.
There are a few suggestions that I need to point out:
• Advance and Retreat actions may be in their own "marble factory" so that they are always in touch. Perhaps changing how many of them do the action can balance the actions, e.g. All, Most, Some
• Melee soldiers can make an interesting game meta. Make it so they jump over trenches, since they don't really do well in defenses.
Thanks for the suggestions!
I approve!
Half the times Green was pushed into the Retreat field by Red. Gives a whole new meaning to the term of being "forced to retreat"...
Red really unleashed the conscripts.
The orders are a great addition and I like how by hopping they avoid fire into the crowd becauae the enemy aims higher.
My suggesting would be to have units behave a bit smarter. For example run a loop through the lost of marbles and for:
Shields - If there aren't any ranged allies nearby, stop advancing (So they advance only if they shield anyone)
Grenaders - If more than one other grenader nearby is not moving, move back (So a group of them won't throw redundand grenades on one spot, rest is waiting to take their place when that group died)
Snipers - If more than one enemy in range and no ally in front of the sniper, move back just a little (They bring high value thus should avoid being targeted)
Now, the number of distance checks does grow with power of two and it is hard to cheat with quadtree when we work with long ranges. Although the number of marbles doesn't get extreemely high... Anyway, how do you make the marbles aim?
Target selection is done via a searching of all enemy marbles in range and picking the nearest. Some units (tank only at the moment, maybe more units in future) also take into account line of sight.
What I can also do for overkill is to mark enemies as "targeted" for a brief period of time, during which fewer units will fire at it.
Another aspect that I added in preparation for the medieval variant is to split movement styles into "advance" and "charge". Currently, all units are in charge, in which they constantly move forward and attack if possible. Advance would cause units to stop when they are shooting at a target, and only continue moving when they have no targets.
@@lostmarbles3d and the "in range" units selection is handled by unity I suppose.
The "targeted" mark could then not apply on tanks (to make a dent in their hp) and with explosions apply on all enemies in AoE. That might be a buff to the officer actually, so that he coordinates fire like that.
@@deltamico Correct, I just tell Unity I want an overlap sphere and it gives me all the objects in range.
I also had another idea for a "Commander", basically an officer that has an effect on aiming instead of movement, like allocating targets for nearby units
Green never had a chance. Got stuck in divots way more often then red, and bounced around too much. Yes, red got caught up as well, which leads me to believe that it would be much better if the obstacles were all pointed triangles with no divots for a ball to get hung up in.
Highly suggest you change the shape of the blocks in the picker window so marbles can't get stuck on them. Green got hosed big time on this one.
Other suggestion, have an A-10 unit or bomber plane that can't capture territory, but targets the tanks first, or just takes out a line with a burst.
An A-10…. In WW1…. With trenches…. Ok
“Tank”
-Red probably
I was like, this aint trench warfare.
That changed the moment the advance order was unlocked.
Green: I like this war!
Red: Yea, it will be peaceful 😊😊
Later
Green: OK I RETRACT THE WORD! I HATE THE WAR!
Red: CAN WE GO BACK TO CITY?!
Green: NO WE CA- *dies
Red: WE CAN?!?! THANK YOU😊
Ghost Green: Damn you😡
i like it, better then before, long duration and many strategy, pelease make it more and better THANK YOU LM
green: this is no place to die
also green: dies
the "advance" took me by surprise
Green retreating when they have more men 💀
So a few things: First off this is amazing- some of the best marble content on RUclips, now the recommendations, I feel like the new shield units are a bit lackluster (same with the officers) it feels incorrect that they don't have a way to attack but I understand the want for defensive/utility units; so I propose an alternative, the weapon could just be really weak, I was thinking a handgun with the damage of an SMG and the fire rate of a rifle perhaps? Second thing is that the advance and the officer probably should have been switched; advance was just too overly aggressive at a time where they needed to fortify and, well, entrench. And finally we get to the tanks, now there's nothing wrong with them persay but at the depicted time period they were mostly mobile machine gun platforms so it would be nice to see that from them (though I don't know what that would do to the game balance)
Also what's with these marbles? They seem... Lost somehow.
Thanks!
Shield unit does actually have exactly that - a weak pistol. But I'm thinking maybe I should rather make it melee with a sword or bayonet. Or maybe just make the bullet more prominent.
@@lostmarbles3d That's actually a really good idea, I never would've thought about giving them a sabre. But if you are going to keep the pistol then definitely make it more prominent; I didn't even realize it was there.
@@lostmarbles3d welp if talking about melee weapons from war then it should be definitely a trench club, this thing is a menace
And with a few upgrades :D
Green got "retreat" while Red was getting "x60 Riflemen" over and over and over. That needs to be changed, cause it was MASSIVE amounts of fucking bullshit. Also.. Green marble got stuck for WAY longer, just sitting there waiting for Red to accidentally run into it. Otherwise.. love the vids.
now if you can program this a little bit more complex and make it stick figures WOW but cool as is
Another one, neat :D
I like how these are developing, tha is for listening to suggestions from viewers :)
E
:D
YAY
Wow
This video took longer than I thought :o
I love all of the new additions! That was a very close war! You should add something to help the marbles get unstuck more.
The marbles were meant to be inside the trench, that's why it's called Trench War
@@Alterr. Not those marbles, the marbles that chose the troops. Besides Lost Marbles already fixed the issue.
@@AwesomeTHEdog55 troops?
@@Alterr. Yeah, like the shot gunners and other gunners.
@@AwesomeTHEdog55 ooh yeah those
Rigged, red rolled 300 Spartans while green kept rolling 2 snipers or 3 mortars.
Green just need 1 100 smg to add a buffer 😢
you should add a medic
WOW! DOUBLE KILL!
Epic
Green Watermelons
Red pineapple 🍍
How exactly are these little game made?
I make them using Unity, I want to at some point make a 3rd channel where I do things like dev log and tutorials, where I could explain how exactly they are made
@@lostmarbles3d
Yeah that'd be neat
How to play this game?