Unwanted advice: Try scoping under 3 months of development. I've seen far too many games unfinished because of scope creep, and a RTS tends to be complex and take a lot of time. You can release the demo, and after the game is launched keep updating it if it was a success.
Another thing im considering for my 2nd game onwards (1st one is passion project and im very stubborn so it might take year or 2 since im learning everything from start and am about to do most of the game myself by hand so i'll find out my strengths and weaksses along with what i enjoy doing more: art or code) is moving scope creep stuff for sequels. If the small game is successful i already have ideas what sequel could offer. And if the 3 month game isn't doing well i can move onto another small project. (After polishing 1st with bug fixes and maybe some small content patch depending on game, feedback and how its performing). Dlc is another thing to consider but i feel like indie devs undervalue sequels
Hey man , thanks for watching, Yea , scope creep is a thing i highly want to avoid, im actively redesigning and re imaging the game to make a demo as soon as possible . Thanks for the advice 💛💛
I to Inspired to make rts game by stronghold and Warcraft and in addition:" game cossack back to war "(really recomend this one) Keep doing it! we need new Rts games!
I must admit i was doubting after your first 3 attempts but you surprised me positively! That pathfinding through another group of units was very smooth! I've gone through a similar process with my own pseudo-rts tribal game in UE5 and also started vlogging the progress :) good luck!
Good luck on making your game ! Your small demo reminded me of Bad North, you should definitely try it if you didn't, to get a grip of what worked and what didn't work on their game, since from what I get the concepts are pretty close (small RTS with special powers/Balatro-like modifiers)
Great result so far! Like units look and 2.5 perspective! How you manage crowd pathfinding, have you used some assets from the unity store or made formations by yourself?
Thanks man❤️ , well for the pathfinding navmeshagent component did the job i just changed some values and made a script that makes units stand in an order.
There are three objects camera controller > camera holder > main camera ... The camera controller has 45 rotation in the x axis and the camera holder has 45 rotation in the y axis. I can change the main camera z axis value to make the zoom feature. Also thanks for watching 💛❤️
@@MattS-og5zb Pawnsensing or wha... ?😅 So i use state machines. If there's any enemy in agro aura Ironclad switches to combat state In that state he choses the nearest target and follows it until he reaches the attack range and then he just attacks on a timer based on attack speed That is my implementation Also thanks for watching man , it helps a lot 💛❤️🌻
This looks awesome. I like the 2.5d perspective and the pixel art style. Keep doing it 💜💜💜
Thanks man 💛💛💛💛!
Yeah Same!
Unwanted advice: Try scoping under 3 months of development. I've seen far too many games unfinished because of scope creep, and a RTS tends to be complex and take a lot of time. You can release the demo, and after the game is launched keep updating it if it was a success.
Another thing im considering for my 2nd game onwards (1st one is passion project and im very stubborn so it might take year or 2 since im learning everything from start and am about to do most of the game myself by hand so i'll find out my strengths and weaksses along with what i enjoy doing more: art or code) is moving scope creep stuff for sequels. If the small game is successful i already have ideas what sequel could offer. And if the 3 month game isn't doing well i can move onto another small project. (After polishing 1st with bug fixes and maybe some small content patch depending on game, feedback and how its performing). Dlc is another thing to consider but i feel like indie devs undervalue sequels
Hey man , thanks for watching,
Yea , scope creep is a thing i highly want to avoid, im actively redesigning and re imaging the game to make a demo as soon as possible . Thanks for the advice 💛💛
It looks great man, I see the vision
Cool concept and great looking art. Nice work!
love the ironclad design and animations!!!
I to Inspired to make rts game by stronghold and Warcraft and in addition:" game cossack back to war "(really recomend this one) Keep doing it! we need new Rts games!
Thanks man 💛 will do 💯
The idea seems pretty solid! Welcome to gamedev youtube, I've been trying to use it as motivation to finish the game!
Good luck on the endeavor.
Loving the designs for the units! Your artstyle shows a lot of promise
Nice! I'm loving the art style and what you've implemented.
Very good, instant subscription. Keep it up!
Thanks for the sub 💛💛💛!
I must admit i was doubting after your first 3 attempts but you surprised me positively! That pathfinding through another group of units was very smooth!
I've gone through a similar process with my own pseudo-rts tribal game in UE5 and also started vlogging the progress :) good luck!
Good luck mate ,
Thanks for watching 💛❤️
As a fellow RTS dev, immediate sub
This looks very intriguing. I’m looking forward to seeing your progress
i liked the end result, wish u the best of luck in ur gamedev journey, it could be intimidating but it s a thrilling experience to go throw :)
The game look nice keep going
As a guy also making an RTS, best of luck in your journey ✨👌
Thank you 🙌💛🌻
very solid art work respect on that
This looks great 👍😸
Good luck on making your game ! Your small demo reminded me of Bad North, you should definitely try it if you didn't, to get a grip of what worked and what didn't work on their game, since from what I get the concepts are pretty close (small RTS with special powers/Balatro-like modifiers)
I played it man
One of my favorite games on rts , and it's another inspiration of mine .
Thanks for watching tho ❤️💛
Great result so far! Like units look and 2.5 perspective!
How you manage crowd pathfinding, have you used some assets from the unity store or made formations by yourself?
Thanks man❤️
, well for the pathfinding navmeshagent component did the job i just changed some values and made a script that makes units stand in an order.
artstyle is lit. it looks good even if theres nothing else
Nice man very hype for next devlog
Looks awesome! Keep it up!
Holy crap thats amazing
Your game is awesome❤
Hosein, you reference WC3, thats a sub right there.
@@BMJYDK thanks for watching man 😅🙏
great style id defenitly play it
Looks like a good start!
beautiful
finally, someone who used the 2.5d style correctly
Awesome 🔥🔥❤️❤️
NEXT 💥
you did a great job, keep it up!
looks insane
i like the 2.5d perspective,itll make it a cool game
❤❤❤❤
love the game so far but the editing is kinda alr. Keap going im sure it will turn out great
Thanks for watching man .
It was my first time making video actually
I learned a lot man , It will definitely be far better in the next devlog
@@Hosein_sunflower man im waiting and looking forward to it
👌🔥
Very good keep working 👍
My dream game 🔥
stronghold is gold
Cooooooooooool🔥🔥🔥
What angle are you using for your camera? I like the perspective with the 2.5d style.
There are three objects camera controller > camera holder > main camera ...
The camera controller has 45 rotation in the x axis and the camera holder has 45 rotation in the y axis. I can change the main camera z axis value to make the zoom feature.
Also thanks for watching 💛❤️
great progress so far. how did you handle collisions and pathfinding?
Thank for watching ❤️💛 . The Navmeshagent component did the job.
Ive been having a hard time setting up autoattacking for units, what approach did you use? Pawnsensing or onoverlap?
@@MattS-og5zb Pawnsensing or wha... ?😅
So i use state machines. If there's any enemy in agro aura Ironclad switches to combat state
In that state he choses the nearest target and follows it until he reaches the attack range and then he just attacks on a timer based on attack speed
That is my implementation
Also thanks for watching man , it helps a lot 💛❤️🌻
@@Hosein_sunflower Ok thanks for the explaination, The OnOverlap I was talking about is using a sphere collision on the actor
Looks cool. Not sure what direction you want to take, but the units you showed seemed a bit too tanky.
Yea man it's intentional, i want that battle's be more manageable and easier to control. you'll see when i add more units
che khafanh
Yeah right now i am recreating Warcraft 3
We want a mobile version(Android )
are you Persian?
Yep
@@Hosein_sunflower ویدیوت عالی بود داش