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mattflat

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A member registered Jan 11, 2021 · View creator page →

Creator of

Recent community posts

No worries, I'm glad that you bring the sounds to good use!

Thanks!


There is a hidden fast forward button: Hold "4" for 2x speed (or "2" for 0.5x speed or "1" for 0.1x speed). Only works if your CPU is fast enough...

I used it to have a closer look at the action while developing the game, and it's still in the code (but unfortunately I somehow forgot to tell the player about it).

That's true, camera control by mouse is framerate dependent, this also seems to be the case for the movement of some units (didn't find out why yet).

I just updated the game, with minor tweaks that should improve the peformance a bit (can't promise that it's much, though). When I find the time, I will have a closer look at the code to find more ways to improve the framerate.

Makes your brain hurt, in a good way

The unit icons do scale (a bit) according to the distance to the camera, but icons far away are still hard to read, that's true. You can still move the camera to the enemy side and zoom in to inspect the units (hold "i" in the build phase for instructions).

Performance is an issue in this simulation, that's true. See the comment above for some details on this.

Thanks for playing!

Thanks for the feedback!

Yeah, performance is an issue here. I wanted it to be somewhat realistic (units only shooting at enemies they have an uninterrupted line of sight to, realistic movement of projectiles and collision detection so that they won't deal damage if they miss, projectiles being several seconds in the air so it's not trivial where to aim if you want to hit a moving target, etc.), so there are a lot of calculations going on in the background each simulation step. Especially for a large number of units (this is where it is fun) this makes the simulation quite slow. But I'm still trying to optimise the code, maybe I will find some way to improve that without changing the mechanics and AI too much.

I also saw that sometimes, especially if there are lots of units some of them will take some time until they start moving. Normally, they all should move right from the beginning of the match. Couldn't figure out the reason until now...

Thanks for the kind words!

Each projectile is instantiated as a seperate object. There is no sophisticated physics simulation for the projectiles; their position just follows a ballistic curve, so nothing computation heavy here. Of course the units have to aim correctly to hit the moving targets while considering a ballistic curve (more details on that here), but this is calculated for each weapon before firing, not for each MG round currently in the air, so that is still ok.

The homing missiles however have a basic AI in-flight as they have to hit a moving target while avoiding obstacles. So with a lot of anti-armor units, the framerate will drop unfortunately.

Thanks for the detailed feedback! You're absolutely right, it still needs some polish...

Great game, enjoyed it!

A small issue: sometimes the tooltip of a weapon or char is covered by other text elements (happened a few times, but somehow can't reproduce it right now)

Nice, thanks for the notice!

https://mattflat.itch.io/6apm

I like the idea! A split screen view could be helpful to keep the overview.

Definitely one of the best couch coop games I've ever played, especially if you like challenging puzzles

Hello there,

I recently uploaded my first finished game, a split-screen local multiplayer spaceship shooter with MOBA elements for two players.

Conquer control points to earn ressources, upgrade your ship, destroy the hostile defensive stations and finally destroy the enemy's capital ship.

As it's my first game (started developing three months ago), feedback is always welcome!

https://mattflat.itch.io/rotces-c

(a friend and two gamepads are required to play)