Welcome to a new devlog for Assembly RTS, the physics-based real-time strategy game.
Hey strategy game enthusiasts! Your friendly neighborhood dev's back and there's spicy updates to share!
Steaming Ahead!
Remember that goal set three weeks ago? The sizzling Steam page? Well, timelines got a tad stretched. 📅 But it's all for a better teaser trailer!
I had this brainwave for an epic new teaser trailer concept, and it’s gonna be worth the wait!
And as I've mentioned, what you'll get to see in the trailer is going to be implemented in the game – No shortcuts, no smoke and mirrors.
Infantry on the Horizon
Whispers in the wind hinted at air units. Here’s something even more exciting to think about - INFANTRY!
I was on the fence about it, assuming they’d be, well, a handful. But these foot soldiers might just be that extra something that will propel Assembly RTS to new heights!
Infantry t-posing and ready:
Based on game design I originally thought our zippy vehicles might leave the infantry in the dust. But now I'm sure I'll figure something out!
Thanks to BioClone, who brought this up many months ago!
This Week's Rollout
- Perfected the fog of war mechanism. It's pristine but still hungry for some optimization.
- Units and buildings now loyal only to their owners.
- Nice new visuals for selected units
- Moved the move order UX from "meh" to "alright" (with animated cursor)! No more pulling my hair out on that front.
- The selection box is alive! (Still some tweaks left though).
- Oh, and ever heard of replay systems? Yeah, it’s in the works.
Drag select
Selected vehicles
Deselected vehicles
Selected structure
Deselected structure
More about the Selection Lights
That faux lighting... Picture a cube-mesh but larger on one end. Actually, just look at the screenshot below!
Faux volumetric lighting mesh:
Looks kind of like a spotlight cone eh? Toss in a custom shader, and what you get? Pure, performance-friendly magic.
The real test will be if it'll stand out in the heat of the battle. After all, we need to keep that visual clarity at all costs!
Faux volumetric lighting in Unity engine prefab view:
Let me know what you think! How does it look? Any ideas on how to make it even better?
Write it down in the comments!
Peeking into the Future
- Crafting an intuitive in-game UI for building? It’s on the drawing board.
- Vehicles battling it out with epic VFX? It’s happening.
- Factories churning out these vehicles? Heck yes!
- Infantry and air units? A big task, but hey, they've earned their spot on the checklist.
I'll keep tweaking the list, aiming for a killer teaser and some great screenshots.
Before I dash, keep those eyes peeled for more Assembly RTS tidbits right here! And if you’re digging the journey, don’t be shy, hit that follow button on IndieDB!
Love the ice shots!
Thank you! :)